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(+1)

Thanks for the review!

The dinos are kinda hidden right now - there’s no way to remove them, and they’re not saved with the world yet. Also, they don’t render properly :^)

But, if you still want to see a dino wandering around (they don’t do anything, or even show a walk animation yet) if you hold [G] and left click it’ll spawn one.

The blood was meant as a placeholder until I got an animation put in for taking damage, but didn’t get around to it before submission! Turns out game dev is more work than I had anticipated! The bloody spikes are remnants of a much older tile set used when initially testing with rendering in 2D, and they kinda just stuck as a simple ‘obvious’ obstacle.

I agree that things feel slippery, especially when running. I’ll be cranking that waaayyy down in the post-mortem builds.

The main menu has an input submenu with all of the key bindings (except for how to spawn dinos) in it.

I’m tossing around the idea of a LBP “popit” like inventory, but I’m not sure how well it’d work in low resolution, especially with larger objects - maybe it’ll dynamically resize. The render resolution is currently 260x160, but that’s easily changed if need be in the future.

Again, thanks for the review, all feedback is greatly appreciated :)