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A jam submission

Les Aventures de Dino et son ami Flamme Rouge sur la Conquête pour les OsView game page

An existentialist exploration of death... and dinosaurs.
Submitted by HeartLamp (@heartlampgames) — 53 minutes, 2 seconds before the deadline
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Les Aventures de Dino et son ami Flamme Rouge sur la Conquête pour les Os's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Design#24.3684.846
Theme Interpretation#34.0224.462

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

:) :) :)

Submitted(+1)

Great game guys! I'm terrible at it... but the game is fantastic! Awesome presentation and gameplay! I agree with Signol about the death screen being shorter. I died so much and just wanted to try again quickly :)

(+2)

I loved the absurdity and artistic flourishes of this game, made all the better by the fantastic music & SFX and creativeness of the game mechanics! It makes for a very interesting challenge! Well done!

Developer(+1)

Yeah the sound and art people did a great job on this one-- we decided on some vibes-y puzzle stuff early on and that slowly evolved into this "serious existential self-explorative indie game... staring a French velociraptor  on a Unicylce"

Thanks so much for the feedback.

Also, saw the game you demo'd in the PGM server on Thursday it looks super polished and rad as hell. I'd be down to playtest if you need more people (I am Coyote Frame on Discord)

Submitted(+1)

Really fascinating game on many counts. To me, the main character design seems so opposed to the vibe of the game, and that's why I love it.

One piece of feedback is that I think the death screens should be faster. I'm sure there were French jokes hidden in them, but I felt impatient and just wanted to respawn, haha.

Also, I didn't realize the ending room was the ending room for a while. I kept trying to take the right or left passageways and dying, until I finally tried standing still and saw the credits.

Developer(+1)

Thanks for the feedback, I kinda agree about the death screen. It actually used to be shorter but I lengthened in order to prevent a weird bug I was seeing pop up in the last couple hour before submitting (rather than actually dealing with the problem, haha)

I am very excited to play your entry-- it looks super interesting (  bit like a more frantic version of Lovers in a Dangerous Spacetime), but it's the only one I haven't played yet because I'm going to try (hopefully) to get two friends to do it via Parsec and stream/record it. I'll send you the VOD if I do or if my friends don't show I'll just play it solo QWOP style

Submitted

I totally get that. You gotta do what you gotta do to make the jam game playable, lol! 

Honestly, your core mechanic is so technically fascinating. I'm very curious how you all accomplished the solid shadows effect.

Lovers in a Dangerous Space and QWOP were actually both big inspirations for my game! I wanted to make a game that could play like either, depending on the number of players. And of course, if you do record/stream it, I would love to watch :)

(+3)

Great game, great level design, great music, great theme, love it. Critique would be to maybe have the fire return back a bit sooner or maybe just give a hint that it's not gone forever when you fling it off the screen.

I too fell victim to flinging the fire way out of bounds and wondering if it was ever coming back, haha!

Developer (1 edit)

Thanks for the input, I actually originally meant to keep the fire speed constant so I could have a puzzle where you had to fling fire offscreen and into the unknown to solve a puzzle, but it was pretty much just guess-work and I could not figure out how to turn it into anything better so I ditched it. 

This is a pretty good suggestion, I should implement it or AT LEAST minimize the number of pixel offscreen the flame travels before it stops (it does eventually have a leash at about 9k pixels currently)

Thanks again for playing!