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Played in browser on version 0.1.8

1) I'm surprised by the nice graphics! It immediately drew me into the world and everything fit in beautifully

2) UI and controls are very unintuitive. For example, right at the beginning I would at least draw arrows and an interaction button on the ground so that people know how to play right away, because I started playing with arrows instead of WSAD. Also, it would be good to display that you should interact with Space, for example with a small inscription (space)

3) A large part of the game, you will definitely spend digging, so you need to make it as fun as possible. Now it's actually terribly boring because there's nothing to it, I just wait 2 minutes before digging each square, uninteresting. I would put some kind of timer there (for example, before the authorities or locals come to you) so that people can change their mind about what to do. Also add some danger. In my opinion, the point should be that I'm looking for a certain part of the skeleton and I'll go get it quickly and ignore the other bones for the sake of time.

4) Radar, another unexplained thing how it works (and that it looks for bones at all). Too strong for me at the beginning of the game. Significantly limit its power at the beginning of the game. For example, cooldown after use, shorter range, random beam in a specified section. Or for example, set the radar to a specific bone I'm looking for.

5) I looked at the upgrades that can be purchased and it looks terribly uninteresting and boring. Nobody wants to play to unlock "10% faster digging". It is necessary to come up with "game changing" improvements, such as the aforementioned radar, a dog that digs with you or looks for a specific bone.

6) Cleaning bones is a very interesting mechanic and it surprised me very much!! I can imagine that cleaning would take place only in the base (again, the possibility of a whole range of upgrades for cleaning, such as various rinsing tubs, brushes, helpers ..). If cleaning was done at home, it would be possible to bring home, for example, garbage (by mistake of course) and only find out at home that it is not a bone.

7) I can imagine that small bones can be dug up and cleaned on the spot, but larger ones will be more like "clay balls" that could be extracted, for example, by helicopter and cleaned properly at the base.

8) Building a skeleton at the base.. well.. the graphics are nice, but actually kind of unnecessary in the gameplay. It would be more interesting to have the bone and not know what kind of dinosaur it is or what part it is from, so that the player would be happy that he is building a dinosaur from the "pile of bones", there would be some goal there, rather than just drag and drop.

9) Visitors to the museum.. well.. again such an unnecessary and long delay. It is not clear at first glance how it works and what it will bring to the player other than just clicking a button and waiting, it is not a game.

10) The graphics were a bit annoying when digging, when the individual cubes sometimes had a small gap between them and the background was glowing.

11) When building a clearing, the controls were confusing again, when it had to be ended with backspace, add an icon

12) When digging, I was very annoyed by holding the left mouse button to dig, when it then kicked in the air. It would be much more pleasant for me to A) dig using a key than hold the mouse in your hand. B) when I hold the dig and move, then proceed straight in a line, not stop every time, move and start digging again, it's frustrating.

13) In conclusion, I think that with a lot of tuning, the game could be a real success!! But you need to focus on what makes the game fun, what are the main fun mechanisms, what is the gameplay loop and really focus on it.

(1 edit)

Thanks for all this detailed feedback.

At the moment the game is still a prototype so a LOT of what you've brought up are things we're planning on improving and addressing in the final game. We've only really worked on this for about a month and a half so I understand things are a bit unpolished at the moment.

We'll be adding a lot more mechanics to the final game around finding fossils, a town to explore, a research system, different tools, more interactivity during visitor mode etc etc. So there are a lot of cool features and improvements planned.

We've taken all your feedback to heart and thanks for taking the time to write it all out.

It's crazy how much you've done in such a short amount of time! For making digging more engaging, I think a more strategic mechanic like a limit to how many times you can swing your pickaxe might fit better than a timer. I think a timer would be too hectic and stressful compared to the relaxed feel of the rest of the game. Looking forward to seeing where this goes!