Thanks, that’s really helped
Appreciate the input too.
Thanks, that’s really helped
Appreciate the input too.
I’ve just added a much better risk-reward system with the difficulty levels.
Now, the higher the difficulty, the more bananas and score you gain - but you also lose more when you hit an obstacle.
So the easiest difficulty is more likely to gain you bananas to purchase items, but at a slower rate, whereas the higher difficulties will be much faster, but at a higher risk of finishing with zero (or losing completely.)
So far the questionnaire has been very 50/50 with positive and negative comments. it’s been very helpful and constructive, so thank you.
the negative mostly state that the game could use more interesting spins and unique features to make the gameplay less simple. I am certainly taking the feedback on board. Since the game is aimed at children, I don’t want to aim for too complex, but I’d love some feedback on what you would like to see added.
So far I’m aiming for obstacles to slide under and ones that only take up a portion of the track that require moving out of the way from rather than jumping.
Thanks for the interest so far!
After a lot of feedback (thank you) I have added more obstacles and power ups to make things more interesting.
I’m also looking for a way for the player to spend the bananas, as currently, once you buy all the hats - there’s nothing much to use them for. Any advice/feedback?
Spending coins generally are for upgrades of sorts. But in this game i cannot imagine what you would upgrade.
Perhaps some form of powerups. Like a magnet drawing in bananananananananas.
thanks for the reply. I already have a magnet as a power up that spawns in the world, but maybe upgrades to how long power ups last!
Or how strong the magnet is. Or both.
Thanks for the replies
I now have a fully functional upgrade system, which upgrades : Magnet Reach, Magnet Duration, Speed Boost Speed, Speed Boost Duration and Bomb Duration!
Also, here’s a new video showcasing the new Endless Mode, as well as more interesting obstacles and challenges!
oops the video is private so i can’t see it
oops, my bad, I’ll change that now
(Should work now)
haha looks great, reminds me of rex from toy story xD
Thank you
I was definitely going for that friendly/goody dinosaur vibe!
Been a while! Been too busy working to post.
I am happy to announce that I have been working with a talented composer.
Now, Dinosaur Run has music that truly gives the right feel and theme of each level and is unique to Dinosaur Run - as opposed to the original Royalty Free tracks.
The game has also received many layers of polish to the the UI and graphical fidelity.
The next steps are to fix the last few remaining bugs that haven’t been squashed yet, get more voice over lines recorded and to make a new trailer.
Below is a video showing samples of the music with the levels they are associated.
Dinosaur Run is now on Steam Greenlight!
Hey everyone! Just thought I’d post to say there have been a LOT of changes! I hope to hear your feedback
First off – Two new hats are available for unlock! (Image at the bottom of the post)
Now, to the bigger changes…
Initially, the player would collect bananas throughout the levels, and any bananas not lost would be banked, and could be spent on hats and upgrades to the pickups.
Now, there were a few issues with this system, such as :
Getting a game over, even at the last legs of a level, would net the player nothing – which is a little disheartening.
Since in the endless mode, you are supposed to fail eventually – this meant that if you lost by losing all bananas – again, the player would get nothing.
To get around these issues, a new system has been implemented.
Each banana or pickup gives the player XP. Earning enough XP will level the player up – unlocking new items.
XP is persistent – meaning any XP earned through a level is retained, even if you get a game over. Same with level ups.
There are 23 levels – netting 30 unlocks. This now includes colours for the Monkey’s cape, as well as hats (2 new hats added) and upgrades to pickups (which have been simplified and now fit 3 sections instead of 5)
Endless Mode has come out of “experimental” stages.
Endless mode allows the player to play for as long as they can, in an endless mode.
Day/Night cycle
Break points allow players to choose modifiers to enhance their play!
Banana and score multipliers
Extra Jumps
Headstarts
NeoFur Intergration
Monkey now has great looking fur – and a rework of his textures.
Fur reacts to physics, wind, etc.
Smaller Fixes/Changes:
Lots of bug fixes
New and improved Monkey and Dinosaur animations for :
Game Over
Victory
Running (Dinosaur)
Jumping (Monkey)
Idle
New cape model for Monkey
Maximum Speed is now dictated by difficulty level
Dinosaur slows down a little when Monkey hits an obstacle, to better allow recovery (he’s kind like that)
Reworked frequency the speed increases as the levels go on
Speed Increases slower on Endless, but the maximum speed is higher
Magnets, Golden Bananas and Bombs now extend the duration if a second (or so one) is picked up
More responsive graphics settings
Various UI improvements and consistency
What’s to come:
More voice work
Endless Mode refinements (more modifiers)
Interactive Story Book
Polish and bug squashing
Screenshots
Wooo Fur! Looking good!
Happy to announce that Dinosaur Run has been Greenlit! Thanks for the support