Love it, reminds me of Everything is Crab. The concept of eating and evolving as a dinosaur is awesome, could totally see this growing into a game for release.
The controls for actually targeting what you want to eat/fight were a bit clunky. I would have also liked a bit more clarity on what the E ability did for my homies, I found myself not using that at all as the game went on.
Viewing post in Kin to Kings jam comments
Everything is Crab came up in conversation a few times while designing the game :) We discussed the possibility of evolving into different traits through eating different food sources at one point, but that was *clearly* out of scope for a two-week game.
Discussion of the "e" ability below, skip the rest of this post if you haven't played/rated it yet as I explain a mechanic's intentions ;)
The roar ability mattered a lot more before I aggressively tuned the siblings to follow you, instead of splitting off and doing their own things. I created an entire node-based AI system for the dinosaurs that was probably overkill for a game of this scope, and by the time I tuned it for the final pass, it was clear that the sibling identity was something the player had to search for, rather than something that was obvious within the 5-10min timeline of the game. And so it mostly just felt bad that your siblings immediately ran off, and often died off-screen, if you knew they were supposed to be able to help you . . . but for new players who weren't told what to expect, the reaction was "why can I see other health bars on screen?".
So to reduce the friction and make the game more clear, I got rid of most of their individual traits and replaced it "follow the player" and "attack the player's targets". The roar ability stuck around because it's still useful to pull them away from fights they can't win yet, like facing a ceratosaurus as a baby. It's also useful to find your siblings when they're off-screen, because it makes their roar icons appear. We could have communicated that better, once we changed the sibling AI, but that wasn't a priority in the final couple of days as we hunted down other bugs and clarified other mechanics.