Took me a while to understand the controls. The difference between the low jump height and the high jump height is small enough that I didn't notice it was a thing and only though there was a lag in the inputs. After 2 runs I though the score was bugged and the people were just there to populate the level, I had to check the controls to know. It would have been nice to have some kind of intro or tutorial, or natural progression of the mechanics.
There was no difficulty ramp up, so once I got the hang of the controls, there was nothing to keep me from going on forever. One last nit pick: the gray things sticking out of the buildings look like stuff that would block you but they don't.
The idea is cool, kicking them of the edge :P
Play game
Dinobolt's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #247 | 2.348 | 2.625 |
Fun/Design | #282 | 2.124 | 2.375 |
Overall | #286 | 2.147 | 2.400 |
Technical Implementation | #288 | 2.012 | 2.250 |
Graphics/Animation | #293 | 2.124 | 2.375 |
Theme/Limitation | #301 | 2.124 | 2.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
A boss needs his minions to stop a an escaping dino. Minions are on the edge of rooftop.
Team Size
Pair (2)
What main engine/tool/language did you use to construct the game?
Unity
Which diversifiers did you use, if any?
Quick Run
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