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The movement is incredibly slow/jank - the pickaxe should not force you in an unskippable animation that follows through/enacts whenever you hold down those buttons (maybe let the player move while doing it?)

When it comes down to it, there needs to be more depth/interest in these minigames - if you feel that they can have an "auto complete" system (as in the assembly function for the fossils), that means that the system/function likely isn't interesting enough to participate with on its most basic level (it could still be a feature added later on if you don't want to fix/achieve things).

I see some potential if you explore the players intentionally messing up their fossils to make new abominations - falsifying descriptions, or anything else (if that is fleshed out/expanded upon more, I feel that it could become a whole "good" vs "bad" player thing).

There are a lot of ways this game could expand in, as I feel it is somewhat flavorless in all of them (but especially the exploration part - why not add some combat or some other bs in the caves?)

My gripe is that everything here is effectively one giant fetch quest (as most games go), that the player can immediately recognize is a fetch quest. There needs to be depth/detail to the story to distract the player from that.

You should also add an extra pivot for up/down to make it far faster and easier for people to pinpoint what they need to remove in the excavation.

Perhaps you can change this a little bit - making it more fantasy-esque, and turn it into something where you are an archeologist that dips his hands into necromancy - bringing back the skeletons as loyal minions/pets - you could then take that added feature into an entirely different direction, where you make a combat/autocombat system (akin to pet autobattlers), or you could just have the skeletons follow you around and assist in the excavation (in addition, this would add more depth, where you are able to tie the individual pieces to stats - you could have the stats be used for you creating your own "unique" fossils, and would give that much more of a reason (lore and gameplay) for people to come and "pay" to view your artificial creations.

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I don't think our vision for the game aligns with yours at all. We're not looking at making a combat game, rather a more relaxed game and one that is more faithful to paleontology. If that's not your vibe, then I don't think this game will ever suit you.

We're never going to add combat or autobattlers or fake dinosaurs.

Just wanted to make that clear.

There are a ton of combat games out there that are fun and I think would satisfy your urges but I don't think that's the point of this game.

Thats fine - I just think that this game won't be able to break any barriers like stardew valley did - stardew valley was a broad, all-encompassing field that included things such as digging, farming, etc.

Those were just ideas to do if you were open to the consideration.

If you want to keep it going in this direction, I would still recommend tailoring those sorts of features (ignoring the battler part), as it could be fairly interesting and allow you to stand out - the idea of customizing pets/"creatures" through the necromancy of dinosaur fossils.

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Hi! Thanks for sharing your feedback! We really appreciate it. This game is a very very (really very! haha) early prototype. We agree there a lot of ways the game can be expanded on and that is the plan. Hopefully in the future once we have posted a few rounds of updates you will enjoy it more, we have lots of things we plan on adding :-) 

Thanks for your feedback on the movement during the digging phase, that is something we plan to look at improving!

Thanks for playing!