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(+1)

This is certainly a unique concept, I haven't seen someone make a more addictive version of googles dino runner yet! The focus-splitting gameplay is really neat, and presents a good level of challenge. I like how the tempo slowly increases, it leads to a nice difficulty curve. The art style and story are cute, and suit the game well.

A few people have mentioned a grace period after death, which I think is a good idea, as a second or two to recover the tempo would be most helpful. The sound effects are fine (though a death sfx would be nice), but the mixing could use some work. The footsteps overpower all other sounds, and it's a bit headache inducing when you're straining your ears to hear the bounces. A few people have also suggested adding music, and whilst some ambient sound would be nice I think there is a high chance that the music tempo might clash with the bounce tempo, so you probably made the right call leaving it out. A little additional detail that would help is the ability to press space to restart. The game mostly does not require the mouse and so it's a little odd that it's suddenly needed to restart after a death. It's a minor detail but would help the overall polish and increase the games addictive qualities. I'm also uncertain as to why the user needs to hold the d key to move. There isn't really a need to ever change directions (that I found at least) and you could simplify the controls down to two buttons by having the character always walk when bouncing, and modifying it to a two button game would make a mobile port easier, if that was something you were interested in. Given I found myself holding d the entire time I don't think this would take away from the games challenge.

Overall the core of the game is great, and really unique. With a bit of polish this would make for a great time-waster! Well done :).

(+1)

Hey thanks! Really appreciate your feedback!

A lot of what you said had been on my mind after reading the other comments and watching some playtesting, especially with the grace period issues and the sound issues.

The music is something I've been pondering on how to implement. I'm still unsure on how to approach it and my initial ideas only include rough things like music that speeds up with the BPM.

Finally the simplification of making it a true auto-runner was also something I also agree with as it would help with simplifying the controls and make the game more approachable as a whole.

Really appreciate your words, it helps to reaffirm most of my design issues with the game and if the team ever sits down to work on a post-jam update, all these pointers are exactly what I would have in mind!