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G.I.urassic Warfare's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #75 | 2.452 | 2.875 |
| Use of the Limitation | #79 | 2.132 | 2.500 |
| Enjoyment | #82 | 2.239 | 2.625 |
| Concept | #83 | 2.558 | 3.000 |
| Overall | #83 | 2.345 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Developer, game director, sound designer (very proud of his sounds) and maker of some assets (the weapon and some of the hud): Francesco Frailis , maker of Dr.Trics, the background, the pterodactles, and the grass: Alessandro Frailis, Creator of the host: Happy ( I don't actually know his legal name, his instagram is @z.__.happy ), maker of the provocative baloons, the diploducus cowboy and the trexes (also the dead trexes): Chiara (also don't know her surname, sorry), so exactly 4 team members
Software used
Godot, Blender for the weapon, Medibang for image editing, aseprite for the pixel arts and pencil and paper for most assets
Use of the limitation
I incorporated the limitiation asking my friends (also my father) to make assets for me, effectively making the total budget of this game one can of white monster (the payment required by my father)
Cookies eaten
I don't really know, I think like 5 or 6, not really a big cookie eater, sorry :(
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Comments
Not sure what the upgrades did, but the game was fun!
very nice SFX, whee!
Very cool style! The gameplay is a little hard to understand though. You don't always lift up when left clicking. I just don't quite get it, but it was still alright.
Overall, good game!
I like the handdrawn artstyle. It reminds me of those old flah game with the hedghog flying into space (if it jumps too high). The gameloop is fun and the SFX is the best. XD
I’m having trouble understanding the game’s concept. However, I still found the overall feeling satisfying. I also appreciated the visual style; the hand-drawn artwork is a great idea given the imposed limitation!
I enjoyed my time with the game, and the creative art style! It feels like a complete game. I did find it impossible to understand which upgrades did what, the icons really needed some more contrast. The camera gets super zoomed in when you are falling, so there is no room for anticipation and tension release seeing what you will hit on the way down.