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DinoMC

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A member registered Jun 22, 2016 · View creator page →

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I don't know if you explained the gameplay in great details to it or if it was luck, but it even answered questions about the interface correctly!
I asked how to equip weapons (was trying to do it by clicking the survivor and looking for "equipement" or something), how to cook (didn't notice the campfire in build menu at first), how to hunt, ... and it answered everything correctly right away :) 

Amazing art! It's cool cooperating with the spirit too.

I couldn't get past the flower box puzzle tho. I think I figured out what to do, but couldn't do it due to a few bugs. (Once you got all flowers you are supposed to ask the spirit where the butterfly is landing, and click those, right?)

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Nice concept, I liked the variety in the minigames! Are the questions/answers generated by the AI (I assume so) ? That's cool for replayability.

The platforming was extremely hard tho xD. For the barrel jumping one, it took me 5+ minutes to spell my first word successfully as I kept falling, and also rerolling would keep on not giving me the missing letter ahah.

The sound effects and music are both great, 10/10 on that part!

It didn't end up being an issue but... is there a way to type a word with a "c" in the chat? (since this is the key to close it ^^')

Overall cool project, good job :)

PS. Please try mine too if you have the time!

I see, I assumed his memory thing meant some "imagined" things would be mixed with the truth when he speaks, I didn't think he'd straight up be saying the opposite! This helps a lot.
I'm managed to get further, now I'm currently trying to figure out what to do with the beeping tree ^^

Building a "rimworld-like" in 3 weeks? You are crazy :D! I thought it'd take months to even get to this point, great work!

Wiki AI is really interesting. I don't like how in a lot of games (eg. old minecraft) you have to alt+tab constantly to know how to do anything. You could have an ingame wiki/encyclopedia too, so game do that, but it's bad for immersion.

But with AI you could have an NPC (like the Guide in Terraria) who actually know everything about the game, and you'd just ask your questions. That's a cool concept, I might have to explore that too in the future. :)

Works really well, nice job! :)

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I love Metroidbrainia! This one might be too smart for me though, or maybe Dr. Moreau is a bit too crazy ^^'
Is the web version updated too, or just the downloadable ones?

For other readers, SPOILERS below, but basically here's how I'm stuck in the 3 main places I found:
- Bog: Dr. keeps on telling me to watch for places with less ripples and that it's safe to cross there, but I keep on dying, is he just crazy?
- Door with code: Dr. tells me to look for rocks for the code but I couldn't find a rock anywhere.
- Lampposts: Couldn't figure out what to do, Dr. told me to step in dark places once they flicker off but that didn't seem to do anything.

Web version worked great for me (on Firefox, on Chrome pressing backspace go back to the previous page so it's annoying to type), but there's a bug you can fix super easily. Basically, if you use the itch.io fullscreen button, it breaks the game (only half is visible), but if you use the blue unity fullscreen button, it works great. So you should disable the itch's button (dashboard -> edit game -> fullscreen button).

: Clicking the transparent one break the resolution.

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Thanks!
Two things, mainly : 
- To get the good ending the protagonist needs to use knowledge he learned in other timelines, so it wouldn't make sense narratively if it was just the player reloading.
- To beat all routes you'd have to know when to save, and make dozens of saves at the right time, figure out which save is which and which one you have to load, etc ... it would be very extremely hard and annoying. With the branching path flowchart this is way easier both to do and to understand.

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I love this kind of game, and with the added bonus here of being the first one to discover a ton of stuff, it was very fun!

It was hard getting to 100 but I eventually did it with "end". Before that I managed to literally get "everything", but that was only worth 99 ;)

Having a scoreboard was a good idea, I wouldn't have pushed to make it to 100 if I didn't know it was the max (right?) and that someone else did it! I fear it might be full of 100 eventually tho.

Very nice overall, great job.


Hmm, nothing seems to work, is it not done, or just the web version being bugged ?
(Can't see tutorial, can't talk to NPC)

Love the title ^^
I'll try this more later and leave more feedback, but one quick question. Is the text supposed to be this huge? It's a bit hard to read the NPCs' dialogue:

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Very nice, I love the ambience.
It's a great idea to have them have quirks in the way they talk and defend themselves! Adds a lot of replay value, and some of those were pretty funny!
I felt like some criminals were impossible : after contradicting all their lies/alibi, they'd just end up going "well, I don't care, I wont' confess anyway!" over and over, basically. But other worked great.

Not a big deal, but there's some missing characters in the font on the web version, probably the fancy "’" that the AI loves to use, and "—" too : 

PS. Please check out my game if you can ;)

Fun concept! It was pretty short but it works very well, and there's some replay value with the random jobs.

I'm not sure if the game is too easy, or if I just got too good bullshitting in jobs interviews xD. But each time the interviewer would just say that everything I'm saying is great, and hire me after 2 or 3 questions. Curious to know if it was very different for other players!

Would love if you can check out my game too :)

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Love the premise and visual style, but I was left very confused.

(spoilers below, for other readers, play first ;))

Nathan kept telling me I didn't send the recipe, at first I thought it was a bug but then started thinking he was lying (right?) after reading the "sent" messages.

But more importantly, is there only one "path" in the game or is there multiple endings? Can you do anything to figure out the correct recipe once he starts sending you wrong ones? Or does it not matter what you do at all past a certain day? I felt like I was missing something big.

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Great concept! I love Recettear so I was immediately interested :)
The game works really well and looks great, and you also seem to handle fallbacks really well (the Player 2 servers were having difficulties I think while I was playing, but each time something failed it retried correctly and the game went on perfectly!)

My main issue would be the very frequent loading (especially since the server was slow right now), and a lot of those could be avoided I think:
- Main culprit was generating wares, with long loading after each click on a "?" item. But you could simply generate a few items in advance, and make them appear instantly on clicking, would feel a lot smoother! Then, you generate some more in the background when the stash is about to run out. Just this change would probably make the game a LOT faster!
- Less noticeable, but you could also gain some time by generating the next NPC in advance, so there's no loading when changing customer.

Alas, I can't think of a way to make the haggling's responses faster, but if the rest of the game is instant, that'd probably be less noticeable.

Haggling worked pretty well, if a bit random at times.

The "end of day" screen is really good and detailed, very motivating!

Overall, I'm very interested in this game, I hope you'll expend on it in the future! Great job.


PS. not a big deal but one font isn't working in the Auth screen (check the button at the bottom) : 

Awesome! Thanks for the quick answer :)

Hey! Is this basically a combination of Face workshop and Char workshop? ie. if I get this, is there a reason to get the other 2?

I see you have a couple comments hinting that it is indeed the case but I wanna make sure :)

Thanks!

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Hey! :)
Here it is : ***** (email received!)

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Oh makes sense for the door! I'll try again, and hopefully the looping thing will be gone too if it's server side.
Are the IDs implemented? (After they gave them to me, I couldn't check them, it still told me to ask an NPC for their ID)

I love how each machine is a different AI character, great concept! And the pixel art is amazing too.
I couldn't get very far (see below) but it feels like it has great potential, I'd love to see more if you update it.

It was very hard to get the characters to do stuff.
(Stera never told me a recipe when I asked. At some point I was out of energy and she kept telling me stuff like "Critical! Recharge now?" and I answered with a variety of "Yes", "Yes, recharge now", "Recharge now", "Recharge the ship", ... and she asked again each time. Then it worked on the 6th try.)

Funny thing on day 2, still not sure if it was a bug or not.
I noticed the bio_mass was negative in storage, figured it was a bug.
But when I talked to Stera, she kept saying stuff like "Negative biomass, glitch detected! Please ask Ms Peyre to fix", so I thought, oh cool, that's actually an event!
... but then Ms. Peyre told me to check with Ms Munny, then Munny to check with Peyre, etc.... so I don't know anymore xD. Was this a planned thing?

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Love it. I had issues with tiny things, but the concept itself is amazing, would love to see this expanded on!
Vibe coding is a very fun idea, making new stuff is very motivating since the price can rise a lot, and it's nice how there's a lot of varied machines already.

Here's some stuff I'd like to see updated :
- adding the ability to rotate machines
- some feedback on vide coding (sometimes I didn't know if it did anything, and at the start I was confused why it never worked since I didn't see the max values, an error would help)
- maybe a personal thing but I really hate how stuff slide off conveyor belts all the time, would be great if items were more "anchored"

Painting items in other colors didn't seem to change the price, does it depends on each item? Also, couldn't figure out what "incantation" did on the mixer, any hint? ;)

Hope you'll keep working on this after the jam!

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This looks awesome, really like the concept!
Visuals are great too and there's a lot of elements to the gameplay.
I had some strange issues tho and couldn't progress sadly.

Told a NPC to open their locked door, but they kept walking to an already opened door instead.
Then later on I decided to arrest them due to a possible weapon I found, but when telling them things like "You are under arrest!" they would walk to the open door again every time.
I wanted to see if I was right so I tried arresting anyone else to get to the ending. 2 of the NPCs kept on giving me their ID every time I tried. The last one just went "No, that's insane, I'm innocent" and nothing happened. But when I click the handcuffs it says I should interact with an NPC instead, so I assume you are supposed to tell them they are under arrest?

Also, one thing that could be an issue for the investigating is that I'm pretty sure multiple NPCs kept on lying (or contradicting themselves), so innocent NPCs lie too.

Very cool concept. The interface is incredibly polished.
It's fun seeing the AI speak in a completely different way that I'm used too (in the chat), cool to see it can be prompted into acting like a twitch chatter and that it actually works well.
And what the chat was saying really adapted to my pranks well too. Very well done!

I feel like it's a bit penalizing to use text (and TTS doesn't work for me) since it's time based, maybe would be nice if it was "turn based". Eg. rather than gaining subs over time while driving around, you gain some subs each time you talk, the suspicion bar only goes up after you send a message, depending on how well you did.

Nice game!
Did you do something special to get the AI to answer so fast? It's like half a second, when it's like 3s at least in mine, very impressive.

Thanks!
Huh, she never repeated that before for me but I just tested it and she kept saying it indeed ^^'. Must be a bug from my last patch, gonna look into it, thanks for pointing it out!

Hi. Hmm, it should be just "escape_protocol", unless it's converted somewhere down the line I can't see.

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Thanks! :)

With the recent update that made the model smarter, I did some tests and saw I could give Aira a lot more initiative, she even goes on a "rampage" sometimes and start pretty much solving a room alone with no further player input xD

With some tweaks I think that could be very fun - and make her feel more like a real player too. But since the end of the jam was close I decided to keep my "safe" version for now. Hopefully after the jam I'll update it to give her a lot more freedom and initiative!

Seems to be up again! (might need to restart the Player2 app)
Would love to hear your feedback if you can try it :)

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I think the Player2 servers are having issues right now, I'm trying a few other games to see if it's just me and none works. Even Ellie doesn't answer in the Player2 app.

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Made a new sprite for the ship. It now actually is modular, with big upgrades visually getting attached. Here it is with the schmups thruster upgrade :

I give up, GG Wayne you are still 2 loops ahead :P

You should probably add the "interior" tag to this, I was looking for this and surprised to not find it here https://itch.io/game-assets/tag-interior/tag-tileset ;) 

In the dev Dashboard, if you click on "Analytics" for a game, there's a bar at the top showing total Views, Downloads, Browser Plays, etc...
Below that, you can see a graph with Daily/Weekly stats, but it only goes back 365 days max.

What about the top bar stats? Are they for the last 365 days too, or for the game's entire lifetime?

And here's another preview : I'm reworking how speed/fuel work. Instead of simply removing drag through an upgrade early on, you now have to ride the Void Wind (?) to be able to get enough range to reach the objectives!

Here's a preview for a new anomaly level : 

Thanks!
I actually beat the web demo for Time Survivor before, I really liked it! Let's hope for good luck for us both with our Steam releases :)

Working on UI clean up (amongst other things) :


Yeah, sorry, since this is the gamejam version I didn't have time to add a proper ending or even make the 3.3km limit visible. If you got the laser upgrades / super lightning shield, that's currently the end of content. I'll be updating soon !

Thanks!

I like this one and I would love to make a big game around this concept some day. Something like a smaller scale UFO 50 with an in-universe console, and instead of badges you'd unlock buttons for your controller, so most games would not be playable at first!

But that's a huge project so hopefully I can have some success with Warp Explorer or Rock Digger first to save some budget ;)

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It wasn't clear how Prestige works so I just clicked it after getting a ticket... and got 0 point to spend in the tree, but still got reset :(

Also I wish it was possible to restart the level early. It's annoying when 30 balls get to the end and ONE decide to respawn and to fall super slow. Made me regret getting the respawn upgrade.

I love the concept though