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Humane Tiger

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A member registered Jun 02, 2021 · View creator page →

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I played eastshade a lot and really liked the wholesome atmosphere.

Does this game need keyboard inputs, or can I play it on my tablet (MS Surface)?

Yeah, itch editor features are pretty limited. but I fixed it by pushing the text into the neutral background 🤭

"You are a Dino - You have a Gun" pretty much summarises your game and gives a great subline. Your animations are pretty good - walking cycles are really not that easy to draw, and yours is actually good. The font was hard to read, and a kill counter would have been nice (maybe even a leaderboard). Other than that - short and sweet.

Hey Ninja, thanks again for your feedback. Your critics are spot on and very welcome. I was postponing the playtesting and balancing from one day to the next - always in the hope the game is ready soon :-D Well, turned out I needed until the last hour to get most things working - then time was up and game wasn't playtested a single bit. Actually, I had my first playthrough only after submission period was over :-/ Was suprised things were not completely broken and one can actually play it :-)

What I want to do: Making Attacks more frequent. They add so much excitement and strategy to the game, having runs without any Attack was not my goal at all. But I still think chaning locations shouln't raise the Attack, as the forward momentum gives you a chance to keep your distance. On the other hand, there should be more presure forcing/wanting you to stay in a location for longer - doing actions that keep your pursuers a chance to catch up with you. Growing hunger is one of these things, also a fading mood can work for that.

To make the dino selection more clear, I will rework the hint - saying clearly: click on the dino to befriend it. And also repeating that hint until the player actually does so. Don't want to show too many actions - making players look and search in the pictures should be part of the experience. Talking about that: finding fossiles atm is just raising a number. But with enough time, I would have given each fossile an advantage in battles. But that would make balancing the battles even harder, I was so happy to find a relatively simple algorithm which creates challenging situations in battles. Let's see...

Thank you for this detailed description of how you played and understood the game. It teaches me so much about my (wrong) assumptions about what players will understand without the game providing further explanation.

The clearest to me is how you percieved "Attack". Looking at it through your eyes, it makes totally sense. Rest for a while -> increase your attack. But it's not like that. the Attack percentage wants to signal when the next Attack will happen - so my thougths were more like: Resting for a while gives the predator a chance to catch up with your group. The label below the indicator says "Next Attack" but that's it - nothing explains this important number in more detail. "At this point I'm wondering why your energy is listed as Attack." might have its answer now? Likewise, when the Attack dropped to 0%, that meant you pursuers lost your tracks. Makes sense now?

And yes, the texts are generic - for each kind of text there are some variations, but most expect there is a group, not only the Para you are starting with.

Also your hint about missing that dinos can be befriended by clicking on them is of great value. When the first dino shows up in a scenery, there is a hint "Hey! There is a dino! It looks like it might be friendly." But theither is this hint repeatedly showing, when players do not click the dino, nor does it say something like: Click on it to befriend it. I did that for the fossile, but forgot to give clear instructions for the dino. Btw, you can collect both, you don't have to decide.

I was planning to show your pursuer in the progress bar - showing up in a seperate circle "behind" you starting from Attack 50%, catching up with this number raising towards 100%. But time ran out, and I wasn't able to implement this in time.

My music "system" is pretty rudamentary and caused some trouble in the game. I will rework it, and will try to find a way to loop thorugh tracks without the delays you percieved.

In general, I want to make Attacks happen more often, as they add a big chunk of strategy and excitement to the game. Also, the options should be more balanced.

Thanks again for describing your journey in so much detail, this was so interesting to read.

So cool! Curious how it will come out. Go flavedo, go!

Hi, thank you so much for your feedback. Yeah, it also consumed pretty much 2 weeks of my free time - this is how Jams go ;-)

And you summarized the weak point of my game so well - I will do like you said: Changing locations needs to have a cost, thought I implemented that, but it might be too little (the hunger is on a range between 1-10 - and goes down too slowly). Also there is a mood level prepared, to encourage realxing. But everything is very unbalanced or has no real effect at all atm, as my time was running out towards the end.

😮 A web-tech based game?! Flavedo, this is awesome!

I wish you best luck with your entry

Hello Dragon Isle! Thank you so much for playing our game and for taking me onto the journeys you had. Reading on my phone, will come back to you when being back on my desk

what a great feedback, so many good thoughts. Thank you. Reading this on my phone, will come back when being on my desk again

(2 edits)

This was fun! I like how simple the idea is, also the animation is really clever + audio fits well.


I think you picked a reasonable mechanic for your first Godot project. One has to start somewhere, and you started pretty well.

The art obviously is the strongest part in your game. And I like how you managed to design the transitions between the different game states. This is all smooth and well thought out. If I would optimize something in that realm, I would give each interactive element a micro hover + click effect (in ideal visual and audio feedback). Otherwise the buttons and options feel kind of dead and unresponsive.

Curious how your game dev journey continues. Combining game dev with art skills is a pretty strong combo, wish you best luck and lots of fun on that journey.

Wow, what a game. For a 2-week jam this is super impressive. Came all the way to the boss fight - but this one was too much for my gang - they really got ripped apart :-D

This was fun! Also the upgrades are dope - wasn't expecting these. There is this long straight near the beginning where a lot of people and houses spawn - this was my "Stampede Alley" - noone survived I am afraid :-D

Hey osg! Yeah that's a bug. Rating is still ongoing, so I can not fix it. Dinos must be dragged, when clicking on them the game breaks. Sorry

Yes, indeed this movie served as an inspiration. But I would never compare my hobby drawing skills with its first-class animations and background art - it's more the plot that inspired me.

Hi John, thank you for playing our game and for your encouraging words.

Had dino personalities and abilities on my list of ideas, but time was too short. At least the tank made it into the game. For the flying dino I had the idea to add an extra location choice, as it provides more overview - things like that... And their personalities would have made them dropping comments in certain situations, like "The cave looks scary" for a young, cautious dino., or some dinos being too freightend to swim accross the lake.

Looks like an ambitous concept to me. You got quite a lot of pieces started, 2 weeks are probably too little time for getting everything done. I like such turn based games, have any plans continuing it?

I like the humor of your game. The asteroid impact is well done, including the signaling before it hits. Would have been nice to to serve some more customers before everything explodes.

I think the sugar/cocoa bug also appears in other situations. I was using them after I filled the mug with coffee, which let it freeze as well.

One hint about fullscreen: When you remove the fullscreen option in the itch settings (you can do that also after you published the entry), it is easier to hit the Godot fullscreen button. The itch fullscreen button is kind of broken and covers the blue Godot button, which is doing what one would expect.

Wow, this is absolutely impressive!

This is such a nice and complete game! It gave me "Dave the diver" vibes, part because of the game loop, but most of all because the music has this positive and uplifting mood!

That's all very well made - concept, art, music, everything. In jams it is so hard to find the sweet spot between many great ideas and the efforts coming with them. Think you hit it just right - good job!

Did you make the game solo or is there a team behind it?

The dino and background art looks really cool! Are the dinos put together from several body parts? Think this would allow for some more types of attacks, which would make the game a little more diverse.

Back in the days I loved to play this Ninja game... found it: International Karate

It's quite similar, in the recording you can see it has just a few different attacks, but that was enough to allow several strategies.

I like the animations and the first enemy looks pretty cool!

Have the same issues Cranberry Ninja describes in their comment.

Also almost missed to click the fight button. The UI suggested to me that the fight already began.

There are the Sourcery games which heavily influenced our dino game.

https://store.steampowered.com/app/411000/Sorcery_Parts_1_and_2/

Also, if you like these choice based mechanics in general, 80 Days is often referred to as being the gold standard of its kind.

What I personally really like to play is Card Survival. It looks strange at first, but it goes really deep and tickles my imagination.

If you want to give one of my other games a try, you might like Fall of Days. It's a different mechanic for sure, but scratches quite the same itch.

omg... you are a real game breaker :-D I fixed that bug for the fossile, but not for the dino! Okay, it's coming on my bug list. In my case it didn't break the game but the dino card just spawned several times. But maybe you found a situation where this is having more critical side effects.

Haha, yeah, think you've found a loophole in the game mechanics. Switching locations doesn't consume any resources—I thought I'd implemented it differently. Unfortunately, I didn't have time for game testing, so everything is very unbalanced. The group of dinosaurs was supposed to share a mood, and each individual dinosaur was supposed to have its own meaningful hunger value. If all of that worked well together, there would be an incentive to use the other actions frequently. As it stands now, those incentives are lacking.

I am more than happy you like the art and sound. Drawing the dinos and their environments was my favorite part of the jam, and Gwyne did an awesome job with creating these atmospheric tracks.

Hey Frog, thank you for your kind words :-) You have contributed to a game as well? Would like to check it out.

A complete run without encounter - wow. I am curious - did you find the shortcut? Had no time for playtesting - and the number of actions is limited. I think I would have tweaked some things here and there to make the attacks more frequent. But for now it is what it is.

I like you hand drawn comic a lot! It's really expressive, and I get the story right away.

I managed to sneak my way into the labratory (the one with the spill) but got stuck there. Can I go back to where I cam from? Or is the solution in that room? Tried to jump from the boxes over the spill, but that brought the game into an endless loop (me bouncing back and forth). Think that's a bug? I see in your pics I have to wear another hat, but where can I find it?

The art is really good (the dino walking cycle - chefs kiss) and also the sound fx fit perfectly well. Your first jam? Fantastic job!

Well, I survived the day :-D I was able to treat some of them, most had fun fighting each other.

The audio is really cool, and I like the animations - simple, yet effective.

Good job!

Thanks a lot for pointing that out. I've put it on the games page.

Just gave the game a test. My first real play through, actually :-D I wasn't running into the bug you describe, the fight started just fine. Game has a hell lot of states, sounds like you were running into a side case.

Action "hey there wanna come along" pops up when you click a dino... Ohhhh! Now as I write this, I had another idea. Started a new fight - and there it is... Yeah that's a bug. When I click a dino in one of the battle rows, without dragging it, the same happens to me. And from there the game is broken. Sorry, never tested a click in that situation, as the dinos are supposed to be dragged. Darn...

I know you guys have a discord server, but jam page doesn't seem to promote it. Is this intenional?

Another bonus: you can hold 2 types of axes at the same time (like in the last picture). The UI then is showing you which of the two will be used.

I take your ban threat as a compliment 🤣 But success wasn't guaranteed, I can tell you. Had my times of desperation for sure. This was all far outside my "static assets" artistic comfort zone. But the encouraging words of Jo and Pff and a "just start create something" attitude helped to get things rolling.

This is looking so so lovely!

Think you have to search the victim several times (once per day). There is a symbol showing up when nothing more can be found, but there is quite a lot coming up.

Pixeart is great and it feels very polished

Thats a great concept