🎮 TwozyGames
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Flock

ORIGINAL

You never touch the sheep — you scare them home.

Click the game, then use the keys below.
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🎮 1 Player (vs CPU)

Move: W A S D or ◀ ▲ ▼ ▶ — that is the whole game; sheep flee from you

👥 2 Players (one keyboard)

P1: W A S D · P2: ◀ ▲ ▼ ▶ — movement only, no action key

📋 At a glance

Players
1–2
Same keyboard
Yes
Mode
Head-to-head
On mobile
Yes — 2 players on one phone

In-game: P pause · M sound · R restart · Esc menu · pick difficulty on the title screen.

Free · No download · No account · An original game made by TwozyGames.

🎮 About This Game

Flock is a two-shepherd duel over one flock of nine sheep, and it is the first game on this site with no action button at all — movement is the entire input. The whole rulebook is a rule you already know from real life: sheep run away from whoever stands near them. Walk at a sheep and you lose it; stand on the far side of it and it trots home ahead of you. First to pen five sheep takes the round, and a match is best of three rounds. Because the flock never respawns, every sheep is zero-sum — one you pen is one your rival can never have. The early round is quiet route-planning; the endgame is not. When the last sheep stands between two shepherds who both need it, you cannot simply wrestle for it: an animal cornered by both players at once panics and bolts in a random direction, straight past whoever was feeling smug. Win the angle before your rival arrives, or gamble on the panic.

🎯 How to Play

Move with WASD or the arrow keys — there is nothing else to press. In 2-player mode P1 takes WASD and P2 the arrows; on a phone each player gets half the screen and a floating stick appears under whichever thumb touches down. Sheep flee from any shepherd inside their fear radius, and the faint dashed ring around your shepherd shows exactly how close "too close" is. To herd a sheep, circle around it and approach from the side opposite your pen: it runs from you, which now means it runs toward home. Your pen is the fenced corral on your edge of the pasture — sheep can walk in, shepherds cannot. A round is one flock of nine. Pen five and the round is yours; win two rounds for the match. Each round carries a 90-second clock — on expiry the higher count takes the round, and a tie triggers a golden sheep: next capture wins. Watch the amber ring that appears over a sheep when both shepherds crowd it at once — when it fills, the sheep bolts at double speed in a random direction and ignores both of you until it calms down. Solo mode plays a CPU shepherd on Easy, Normal or Hard; it obeys exactly the same physics you do.

💡 Tips & Strategy

  • Never walk straight at the sheep you want. A chase pushes it away from you in whatever direction it happens to be facing — in the simulation behind this game, pure chasing beat random wandering about half the time, i.e. not at all. Get behind it first and let the sheep do the walking.
  • Herd groups, not singles. Two or three sheep grazing together can all be pushed by one shepherd standing behind the cluster, and delivering pairs is close to twice the rate of delivering singles — in our measurements, a group-herder beat an otherwise identical single-sheep herder 81% of the time.
  • Approach in an arc. If you are standing on the pen side of your target, circling around outside the fear ring costs you two seconds; barging through the middle scatters the flock and costs ten.
  • The fear ring works for defense too: stand on the line between a loose sheep and your rival's pen and you are blocking a delivery without touching anything.
  • Do not camp your rival's pen mouth. It feels clever and it loses: a shepherd pushing from right behind a sheep outweighs your repulsion from farther away — the fear force falls off with the square of distance — so deliveries squeeze past you, and while you stand there your own pen earns nothing. Our measured pure-camper lost every single match.
  • Use the panic deliberately. If your rival has a sheep almost home, crowding it together with them starts the amber ring — a bolt is a coin flip, and a coin flip is strictly better than their guaranteed capture.
  • In the endgame, count before you commit. At 4-3 with three sheep left, the leader needs one and the trailer needs everything — if you are ahead, take whichever sheep your rival is NOT contesting; if you are behind, contest everything and pray for good bolts.

🛠 From the Devs

Flock had to clear a headless simulation before any game code existed, and the first honest result was embarrassing for everyone's instinct: a bot that runs straight at the nearest sheep beat a bot that wanders randomly only half the time. Chasing is genuinely worthless in this ruleset — which is why the one sentence the READY screen tells you is that sheep run away from you. A bot that simply gets behind the sheep first beat the chaser 99% of the time. That gap, understanding one visible rule, is the game; it is also why the skill here is angles rather than reflexes, and why the sheep are deliberately slower than you. Two problems surfaced in simulation, and each one bought a rule. With endlessly respawning sheep the two shepherds could ignore each other completely and farm in parallel, so the flock became finite: nine sheep, no respawn, majority wins — every sheep zero-sum, and an odd count so a completed round cannot tie. Then the endgame had the opposite problem: with one sheep left, two equal players pushing from opposite sides locked into a tug-of-war that never resolved, and 27 to 38 percent of simulated matches simply timed out. The panic bolt is the answer — corner a sheep together for a second and a half and it sprints in a random direction, ignoring both of you. Stalemates went to zero, and "win the angle before your rival arrives" became the endgame's actual skill. The CPU never cheats: Easy and Normal play the get-behind policy with human-sized reaction lag and aim error, and Hard plays the cluster-herding policy that beat single-sheep play 81% of the time in the same simulation.

❓ Frequently Asked Questions

Is Flock free? Do I need to download anything?

Completely free, no download, no login. It runs in any modern browser on desktop or mobile — the whole game is a single self-contained page.

Why can't my shepherd walk into the pen?

The pens are fenced with a sheep-sized gate: sheep walk in, shepherds bounce off. It keeps the endgame honest — if you could stand inside your own pen you could shepherd from the goal line, and if you could stand inside your rival's you could block deliveries from within. Defending the mouth from outside is legal, but a rival pushing from close behind a sheep outweighs your repulsion from farther off, so it is a delaying tactic, not a wall.

How does the CPU work? Does it cheat?

No. The CPU shepherd obeys the same movement speed, the same fear physics and the same pen fence you do. Easy and Normal play a straightforward get-behind-and-push policy with deliberately slow reactions and aim error; Hard plays the cluster-herding policy that won our balance simulations. If Hard beats you, it out-positioned you.

Can two people really play this on one phone?

Yes — Flock is built for it. In 2-player mode on a touch screen, each player owns half the screen and a floating joystick appears wherever their thumb lands. There are no buttons to share or reach for, because movement is the only input in the game.

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