Oh my gosh! That was hilarious! Glad I got to play the final version. The little people screaming when you ran through them with the dino was definitely the best part!
Cranberry Ninja
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I appreciate the thought you've put into the control scheme based on playtester feedback. It's great that you're prioritizing what works best for most players.
From my experience, many games using WASD also incorporate Z, X, C for actions, especially in strategy games where quick reactions aren't crucial. Have you considered allowing both WASD and arrow keys as options? In my experience, providing choices often caters to a wider range of player preferences.
Another idea you might consider is implementing full mouse control (clicking tool icons to switch and clicking the grid to dig). This could potentially make the game more accessible, even on mobile platforms.
Regardless of the control scheme, I found the core gameplay enjoyable. It's clear you've put a lot of effort into creating a fun and engaging experience!
Interesting puzzle game. Definitely have to play through a couple of times so you can strategically dig if you want to make progress.
Only feedback I would give is the controls feel a bit clunky. I would recommend having WASD as well as the Arrow keys. My keyboard actually doesn't have arrow keys so I had to improvise a bit. Additionally I feel like it would make more sense that pressing z, x, or c would use their corresponding tool rather than switching to it. It would make it easier to actually use the tools. I think switching would work better if you could use your mouse to click where you want to dig. I do understand this is a clone of the pokemon mining game so probably taking heavy inspiration from their control scheme.
Thematically the art, style, and music of the game was great, Felt like a good cohesive package.
Great work! It was a fun game!
I unfortunately run on Linux and when I tried to run it over wine it would just boot up a black screen. This is definitely an issue on my end, and I am sad about it because your entry looks like had a ton of work put into it. No expectations because I know that it could be a lot of extra work (not sure what the process looks like with unreal), but if you do push up a linux build please let me know!
This game was great! Very cute! Really enjoyed the voiced scenes. Everything about the game surprised me!
Just wanted to suggest if you felt like continuing to work on this I think it would be really cute to have the "found" children follow you after you catch them so you are just running around the supermarket with a train of children.
Overall great work!
Thanks for playing and sharing with your friend! Yea the dinos getting stuck was a common issue we got. I believe it is because some of the more funky shaped dinos use concave collision shapes rather than convex hulls and the godot physic engine isnt as precise with those. We are currently generating the collision shape based on the sprite, but we would probably get better results if for the odd shaped dinos we made custom collision shapes made of multiple convex hulls. What else can I say about it other than physics bugs leave me dino sore...
We appreciate the feedback!
Thanks for playing! We appreciate the compliments! I actually made a tetris like game for dinojam 2 a couple of years ago at https://cranberryninja.itch.io/tetrisaurus if you want to check it out. Unfortunately it was much earlier on in my game dev experience so it is a bit rougher around the corners.
Cozy game. Very different from most games. The art was nice and the different ways you could use your tools was interesting. I think there is a lot of potential here with using different tools to make sure not to damage the bones. It looked like you guys were moving in that direction with the visual effects. Great work!
Very silly game! Great work! Not too bad for a newbie dev! It was a bit of a challenge to see where the spotlights were going, but was able to figure out their patterns after a little bit. Just curios does being little give you any advantages (like less seen damage) or is it just the smaller visible footprint?
That was fun! I am awful at 3d platformers, but I was able to barely squeeze my way to the boss. I was going to suggest adding the ability to control the camera, but after looking at the controls I realized you already added that. The dark parts were really dark. I would suggest letting the character at least glow a little so you can see where you are, that way you can keep the environment dark and looming. Great work!
Thanks! I hosted a web server with an api that I send post and get requests to send and receive the scores. The game is made in Godot and I just use the HTTPRequest Node to send the requests and update the high score list. On the server I wrote an algorithm to attempt to catch cheaters, but that was about it. If you are curious on the details let me know and I can send you more info.
Had a blast playing this! The game idea is very silly.
Really dig the mixed perspective graphics you guys did! It played well into the style of the game and made me think of the old school sonic minigames (especially when you went ball mode). Additionally the music was on point and meshed great with the visual style and feel of the game.
The movement took a while to get used to. The sharp lefts and right while running were fun, but hard to control, making dodging in the early game hard.
I liked that your health was essentially your velocity, which meant that for the most part while you were moving slower it was easier to dodge so the difficulty seemed to self balance.
Im not sure I ever figured out how flying works. I wasn't sure if there was a series of moves I would do to start flying or if it was just how a section of the run was supposed to go.
Favorite thing about the game, has the be the little facial expressions that your raptor would do based on their condition.
Great job guys! Your whole team did awesome!
I did have a good run going and got the following high score!
Thanks for playing!
For drink making we caught on a little too late that it was getting a bit complicated. I had coded out a drink modding system where customers would ask for different drink modifications like add extra mocha or sub Mammoth Milk for Dodonut Milk, but with how complicated the game already was I turned off that feature for the gamejam submission especially since we really didnt have an tutorials to onboard people. That is something I want to add back once we have a better way to scale in the difficulty and streamline some of the UX elements.
You are totally right on the movement, that is feedback we have already gotten from several people. I appreciate the visualization of a T-Rex having better grip lol. I guess they dont say float like a T-Rex.
We will have to play around more with the level design. We did have plans to make some additional levels post jam.
Good idea for pictures on the order tickets. I also notices while playing easily forgetting which drink goes to who or even what drink I was currently carrying.
We did joke about being able to unlock hats for yourself.
We appreciate all the feedback!
Thanks for playing and writing your heartfelt wall of text!
In our original plan we had a small tutorial planned out to help walk players through the beverage making process (especially since it is a bit complicated). We also had a small mini game dialogue planned where your goal was to try to up-sale getting Red Rex added to their drink to save them from the meteor. Unfortunately both of those features got cut due to time constraints so a bit was lost in translations. I also made the choice to disable drink modifications at least for the jam because making drinks was already complicated as is without having to sub out Mammoth Milk for Dodonut Milk.
We had a lot of fun making all the drinks and ingredients and just getting goofy with the whole idea so by extension we are also glad you appreciate the silly details we added.
Will have to keep in mind you gamejam tip for next time! Scoping and lacking a main gameplay loop early on was definitely one of our biggest challenges this jam and we really felt it in the last couple of day.
Thanks again for playing! We really appreciate your feedback.
Thanks for playing! This was my attempt at a Trijam... however I definitely ran over my budget of 3 hours and missed the submission deadline however I am really happy where the game ended up at only 12 hours of dev time. It was a fun exercise in trying to distill the game to be as simple as possible yet still polished.
... I couldnt help myself with the title >.<
The art style and feel is very chill. Its great! It was a bit confusing adding ingredients to the tea, I wasn't sure what was happening and first play though I dont think I scored a single point. As others had mentioned having visual and sound queues when ingredients get added to the tea would help. And maybe even like a bell and buzzer (or some other positive/negative noise when you score a point or lose a point would help you know if you succeeded or not. I did appreciate where your were going with the game though. Great work!