818 is a great score! The feature we wanted to get in the most but couldn't because of time is knocking groceries out of other dinosaur's carts when you rammed them so you could try and steal stuff from other people if you were too late to get it from the shelf, just like real panic shoppers do haha...
Cool Frog
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I'm a programmer first and foremost but I've dabbled in pixel art for years and I find that means that I can make decent sprites but it takes me a long time haha...
The rest of my team had actually NEVER done pixel art before this project! I'm super proud of them and how much they improved in such a short time.
Thank you so much for playing!
Oh dang thanks for the heads up. We definitely were testing in full screen for that exact reason and didn't have any issues, sad to hear that there's lag in the browser build! Ideally we would have used a sprite sheet for all the food icons but we ran out of time to refactor things so they're loaded as separate PNGs which probably doesn't help haha...
Respeccing in real time to counter the enemy you're facing was pretty cool but as far as I could tell the optimal way to play is mashing all your ability buttons nonstop. It made me wonder if the concept wouldn't work better as an auto-battler where your character does the attack/defend/magic on a cooldown without you needing to hit any buttons and you just manage the skill build.
I have to admit I completely didn't understand what I was supposed to do at first, but once I got it I played all the way through and enjoyed it. Maybe it was just the upgrades I happened to get but I definitely never felt low on coins and was able to pretty rapidly go through my deck and play everything repeatedly.
Having to keep an eye on the monsters and keep them alive kept things interesting. Sadly a long legged red dude tragically passed away right as I fed him a burger. If only I had been faster. Good night, sweet prince :'(
I think you've got a clever little idea here! I think it might be more fun if the sandwich shooting was more aim assisted and the game was more about sniping customer's mouths with delicious sandwich drive-by chuckings. I had to position myself pretty precisely to get sandwiches to people and it slowed my experience down a lot.
Also - you have some absolutely adorable cover art but the assets in game aren't up to that bar which was a little jarring. Would love to see a more polished version that's using that aesthetic some day.
Would love it if you would check out CARTACEOUS ERA and share your thoughts! https://itch.io/jam/brackeys-12/rate/2970362
I made a fun little game about the panicked shopping people do immediately before any big weather event, but with dinosaurs! I had a ton of fun with the project and I'm super proud of what me and my team put together.
Some features include:
- Awkward controls, just like maneuvering a shopping cart in real life!
- Intentionally derpy dinosaur NPCs that don't always do a great job navigating around each other!
- A grocery store that totally randomizes the location of all 54 hand-sprited products on every play!
- Silly cutscenes to intro and conclude the story of DINOSAUR SHOPPING ACTION
We only have 10 ratings so far, would love to get some more eyes on it and get feedback! Happy to do the same for anyone who's willing to give it a shot!
Programming the NPCs to be juuuust smart enough to be able to mostly get around but dumb enough to consistently get into traffic jams was what I spent the most time on and I'm super happy with how it turned out considering how much time I had to get it right. It would have been sooo much easier to make them just avoid each other entirely haha.
Fantastic little game. Love the dual purpose lightning strikes. I honestly was disappointed when I beat the last level because I wanted to keep playing. Some of the upgrades would be obviously busted in a full game (I was making a ridiculous amount of money by spam pulling the same two enemies into each other) but that's something that would get polished out with more time and didn't negatively effect my experience at all.
Interesting concept! It was really stressful trying to manage upgrades and repair and also not miss resources. Main point of feedback would be that there's simply too many clicks to do things. Repair is already limited by resources, would have greatly preferred to just have a big "REPAIR" button that I could frantically mash when needed instead of having it be a tiny little button on the side of the screen.
It felt like I had to wait ages before a storm even came, and having more time to look at the riddle didn't really get me any closer to knowing the exact combination of items. I think the idea of needing to hold a certain set of things in your inventory makes sense but it might be better with more rapid feedback loops. Something like taking damage for not having the items perfectly or something like that rather than a binary win/lose situation. Congrats on completing your first game!
Really beautiful game. I'm maybe not the imagined audience but I feel like with the turn based nature of it it would have been nice to have some kind of fail state. I made a bad move and got blown onto rocks and had a moment of panic and then realized that there were no consequences - it just blocked movement.
If you could actually get shipwrecked (even if it just meant you would start over from the last island you camped on) it would give more weight to the game and make you think a bit more about plotting your course to avoid dangers.
Still very much enjoyed it and played it all the way to the end, it feels like a concept that could be built into something bigger if you wanted to!