Very nice art design along with gameplay that can get pretty hectic if you don't know what you're doing! It's also a really funny coincidence that we both made a park management game in which visitors can get gobbled up by the dinos.
Rundevourer
Creator of
Recent community posts
Thanks!
The 'magnifying glass stuff' are research points and you can get them by purchasing research sites (the white squares on the left side of the screen) and dragging the bones of dead dinos to them (the game explains this to you once you buy the first research site).
As for the visitors just disappearing, did you check whether your popularity (the number out of five next to the star icon) was at zero when this happened, as the rate at which you get visitors depends on that number? If that wasn't the case, then the bug where the visitors stop spawning in is still in the game and my fix didn't work.
Honestly a very well done game in every aspect! Moving the knife horizontally without moving it vertically at the same time for some of the cuts is tricky, yet keeps the game challenging, and it's nice that you can just switch to a new fossil for a small fee without having to make a certain amount of progress in the current one, as it gives players the ability to choose whether they wish to do/continue the current one or move on to the next fossil. Also impressed by how many different fossils there are!
The gameplay feels very reminiscent of Spyro, as others have already mentioned, which matches well with the old console esthetic the game has. It did feel a bit short, which is a shame because I would have liked to keep playing due to it being a fun game, but that's understandable due to you having made it in just 30 hours.
The idea is that you use the dinosaurs to bring in visitors/guests and than throw them in the grinder to regain half of the money you spent on them, which is necessary to outweigh the costs of the dinos, but you can stop doing it or at least do it less once you get the upgrade that increases their lifespans, though that will reduce your profit and you will still need to keep the carnivores fed by using herbivores or other carnivores (or visitors).
Buuuuttt... they're canonically made in a lab and die in a matter of seconds no matter what, so you're technically not cutting their lives that short.
Neat concept and great art! Outpacing the daily quota is a bit too easy in my opinion as doing three orders a day ends up putting you way ahead, but I understand that it helps keep the game fun for those who don't try to optimise gameplay to such a degree. What I do think could work is making the daily quota increase adapt to your current money instead of increasing by a set amount.
This game is great, from the music to the graphics to the joy of seeing my money skyrocket while selling over 20 lizard eggs at once! I did only end up running from one shop to the other though, so it might have been better if the debt and/or its interest rate was a bit higher to incentivise taking loans and going to the bank.
Thanks for checking the game out!
I just did some bug fixing and managed to solve the issue with the archaelogy/research sites. However, I was incapable of replicating the bug with the grinder (the blender thing) or the bug with the guests/visitors not arriving anymore. I did make some changes that will hopefully stop the problem with the guests from happening again, yet I can't be 100% sure (so for anyone reading this comment, feel free to inform me if you encounter this bug).
The artwork is very charming and the gameplay loop is pretty fun!
The low cost of the upgrades does make the game a bit too easy in my opinion and the spit roaster upgrade is a bit pointless as putting meat on the upper floors takes more time than just cooking two pieces of meat and throwing one at a carnivore the second he shows up after purchasing some of the other upgrades, which then makes buying all the upgrades a bit too easy as this strategy makes it possible to get about 15 points per day.
P.S. The ending is great!
Thanks! I completely understand what you mean by recording and editing taking a lot of time. While not exactly the same, I do record gameplay videos myself for speedruns and still only have to do some simple cutting afterwards, not also record myself speaking and make sure the audio is hearable.
About the game itself: the 'balls' are actually pearls and getting them is how you get the second/good ending. I was planning on adding a dash (because those are a staple of Metroidvanias), but had to settle for just having the speed boost due to not having enough time to add it while also extending the map so there would be an area where you could get it.
You can actually avoid the frog's hand by using the speed boost as it stops following your horizontal position when it lunges up to grab, but you're probably not the only to just let it grab you instead.
This next part might be a bit surprising, but the version you played is actually a bit easier than the original project. The section at the start where you jump from the left onto two blocks and the the larger platform with an air pocket was a section where you needed to make multiple tight jumps back and forth between left and right to go up a staircase of blocks while making sure to not hit your head on one of them in versions 1.0.0 and 1.0.1. I adjusted it yesterday in version 1.0.2 due to it being too frustrating, so you actually got lucky with that. I probably should have adjusted the rest of the platforming as well.
This is a bit of a lengthy reply, but I thought it'd be nice to clarify a few things.
P.S. My pronouns are he/him.
P.P.S. Hope you succeed at playing all the games!
Really like the art palette and the art as well! Managing finances while having enough food and also doing research is a bit challenging at first, but does get easier if you slowly build up research from the start like I did. Having a way to save the game would be nice as upgrading a crew member to 10 of all three stats for the final task is pretty time consuming, at least if there isn't a faster method that I'm unaware of than just constantly upgrading the crew and repeating tasks that pay well for multiple days.
Love the voice acting. The art looks grat, even if some of the grounded enemies slightly (or in the case of one goblin fully) hover off the ground. I was going to point out the sword animation not lining up with when the enemies die, but since others have already brought that to your attention I'll mention something else I found, that being that the player flickers between the running and wall holding animations if you run into a corner. You might be able to fix that by not letting the player switch to the wall holding animation while being grounded.
In regard to the update:
Having to snap the camera to discover fish instead of just using the light is a nice addition. The same goes for the new foe lurking in the depths, but I do have to say that losing all your progress when he kills you is a bit annoying.
P.S. Also good to see that you can't just go through the seafloor anymore.





