added option for this to the pause menu!
Adam Saltsman
Creator of
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it's pretty much just jurassic park 😅 all the species are featured in the move (except compsognathus, but compies pop up all the time in the book... oh and stegosaurus i guess, but stegosaurus is in the book too, anyways)
partly this is a fun way to reference a movie i like as well as a nod to the zoo sim games from Frontier (Jurassic World Evolution 1 and 2 esp), but also for people who ARENT dinosaur nerds, i have a theory that they're much more likely to recognize species from the movie which i thought might help for learning the game... hard to prove i guess!!
thank you!
yea i think that friction is important - its nice to like scoot around (no pun) the focus from puzzle to puzzle to keep some freshness
the real thing it adds i think is not annoying 16-puzzle grinding loops but hopefully a more Rush Hour style like... procedurality, in terms of like... oh ok in order to execute this arrangement, i need to do X, then Y, then Z... but having a little looseness in that too, i think pure sokoban and even rush hour are a little strict for my taste
idk - i do totally think there are other interesting ways that friction could have been introduced, but the sliding tile method i chose is not without its merits either, even if they're not obvious (even to me sometimes)
thank you!
yes for the generated puzzles, it's random and solvable... it basically places some rocks, and then takes a bunch of tries at putting some by-definition-winning placements... e.g. if its trying to add some tyrannosaurs, it picks a random coordinate and then checks if that coordinate has a prey species for a neighbor AND no other tyrannosaurs nearby. so that but for all species, at random
if the result is too mono-flavor, too dense, or too sparse, then it discards the whole thing and starts over. once it has a layout with enough flavors, then it "unsolves" it with a ton of procedural shuffles. if the result is still basically solved, then it discards the whole thing and starts over. dumb but reasonably effective!
this was my initial instinct as well, and the first iteration of the game allowed for pass-through (well, swapping, but basically pass-through). this had the added advantage of making a level generator WAY easier to do as well
unfortunately it also essentially ruins the game... the base matching rules are SLIGHTLY too simple / shallow / naive, and you need the slightly fussy friction of 16-puzzle to make it "complete". otherwise almost every level is disappointingly trivial
game design is such a tightrope! i know there was multiple other ways to introduce the "right" amount of friction tho and im eager to explore those possibilities in future games
its designed to sort of notice and learn as you go, but this post has helpful shortcuts in it ! https://itch.io/post/12902304