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Kin to Kings's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| I would buy a longer/commercial version of this game | #9 | 3.173 | 3.209 |
| I find this game's challenge/puzzles interesting or compelling | #14 | 3.403 | 3.442 |
| This game was intuitive and self-explanatory | #20 | 4.115 | 4.163 |
| Overall | #20 | 3.462 | 3.502 |
| I appreciate the mood/atmosphere | #24 | 3.655 | 3.698 |
| I appreciate the art/visual style | #24 | 3.793 | 3.837 |
| I appreciate the game-feel (responsiveness of interactions) | #38 | 3.081 | 3.116 |
| I appreciate the sound design and/or music | #50 | 3.012 | 3.047 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
Indie Game Clinic COLLAB JAM '26
The Team
Sebastian Alvarez
Domino99
shimoroku
NaderNibaProductions
MurderWho
Hiptacularaptor
Other Credits
ovanisound.com
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Comments
Nice game, easy to understand what to do. If I had to give some suggestions: the feedback when you hit something is not always clear. Also, eating the meat seems to not always work. Don't know if something was in the way, but it looked like I had the cursor on it, but the dino would not always consume it.
Much fun to survive as a pack of dinosours. Nice art, colors and sound and intuitive gameplay.
I can only agree - This game is one of my favourites in the Jam!
We had a similar idea for a hatching sequence in chick with gun, but ran out of time to add it - great to know that our little chick's ancestors lived in such a beautiful colour scheme with such a fitting sound design! The art was really great and I really liked getting new skilly with every evolutionary step
Intuitive and cool game, reminded me of Spore. The game feedback was not always intuitive about what was happening, whether I hit, etc., but otherwise a fun experience. Managed to eat the biggest dino.
It was fairly easy to understand the concept, but hard to tell when you were actually eating or being attacked, so it could use some more feedback for player interactions. I wasn't sure if I could attack the bigger dinosaurs or if I was meant to run away. I tried biting them when they attacked my siblings, but then they just killed me lol. I also found the movement a bit floaty and didn't respond quite the way I expected to. But it's a fun idea, I could see myself playing it for longer if those issues were ironed out.
I enjoyed the game. I liked seeing my progress and fun to move up the food chain :) I did find it a little difficult to understand where my attacks were though. I struggled eating the food for example. The eating radius being expanded would help a lot there. Fun game well done :)
Fun lil dinosaur simulator. I enjoyed getting more powers over time. I was delighted that eating a tiny lil lizard in the beginning jumped me forward an evolution, and was a bit frustrated that I couldn't figure out how to heal my kin. Ultimately it was a fun experience and didn't need too much instruction
There is a timestamp with your game in this playtest
Fun lil dinosaur simulator. I enjoyed getting more powers over time. I was delighted that eating a tiny lil lizard in the beginning jumped me forward an evolution, and was a bit frustrated that I couldn't figure out how to heal my kin. Ultimately it was a fun experience and didn't need too much instruction
There is a timestamp with your game in this playtest
It was fun to watch you play and figure out most of everything we wanted people to figure out from the game :) And through the sibling interactions!
For healing your siblings: they used to eat & heal themselves, but as we pivoted to making them much more aggressively follow you, it made more sense to make the siblings heal when you eat! I also gave them a small constant regen to help out as well.
I'm a little sad you never got to see the real lootzard interaction: whenever you go near them, they always pathfind towards the biggest threat in the nearby area :) Very tempting morsels, but chase them too far and you reach the Torvosaur before you're ready ;)
I like this game, nice art, and the loop is really nice only thing I would have liked is a bit more feedback when I was getting hit, made it a bit hard to tell who was on my team and who was against me on my first run. Finished the game on the second run tho
the loop was very compelling and reminded me of spore in a funny way. The feedback and responsiveness of the combat would be the main point i would say needs some work. awesome job!
loved this , art style was great and really well drawn though colour scheme was hard to read sometimes. felt satisfying to play but could have more options in the evolution path for some variety would be awesome. great game all round! :)
Neat survivor/crab-like game, but I have a few bones to pick with it. Being in a herd of identical looking dinos can be confusing, especially when all of us are green and so is the background. I wasn't sure about enemy attack ranges, areas and timing, a few games solve this with a visual indicator of where an enemy is going to attack, rather than just relying on animations. The evolution animation and the different dino forms look cool, but didn't really add complexity, since all 3 attacks behave pretty much the same.
A lot of fun to play! I enjoyed the leveling up system. The controls could be a little tighter in that I could slide around from time to time, but tbh that's being nitpicky. You all have made an excellent game for the jam!
Love it, reminds me of Everything is Crab. The concept of eating and evolving as a dinosaur is awesome, could totally see this growing into a game for release.
The controls for actually targeting what you want to eat/fight were a bit clunky. I would have also liked a bit more clarity on what the E ability did for my homies, I found myself not using that at all as the game went on.
Everything is Crab came up in conversation a few times while designing the game :) We discussed the possibility of evolving into different traits through eating different food sources at one point, but that was *clearly* out of scope for a two-week game.
Discussion of the "e" ability below, skip the rest of this post if you haven't played/rated it yet as I explain a mechanic's intentions ;)
The roar ability mattered a lot more before I aggressively tuned the siblings to follow you, instead of splitting off and doing their own things. I created an entire node-based AI system for the dinosaurs that was probably overkill for a game of this scope, and by the time I tuned it for the final pass, it was clear that the sibling identity was something the player had to search for, rather than something that was obvious within the 5-10min timeline of the game. And so it mostly just felt bad that your siblings immediately ran off, and often died off-screen, if you knew they were supposed to be able to help you . . . but for new players who weren't told what to expect, the reaction was "why can I see other health bars on screen?".
So to reduce the friction and make the game more clear, I got rid of most of their individual traits and replaced it "follow the player" and "attack the player's targets". The roar ability stuck around because it's still useful to pull them away from fights they can't win yet, like facing a ceratosaurus as a baby. It's also useful to find your siblings when they're off-screen, because it makes their roar icons appear. We could have communicated that better, once we changed the sibling AI, but that wasn't a priority in the final couple of days as we hunted down other bugs and clarified other mechanics.
It was nice enough. I think I got to the final form (space bar), but didn't figure if there was something to do after.
Really cool concept! I loved going after the smaller dinosaurs and evolving. I could see a larger game where you get a choice of the upgrade you take.
Thank you for the feedback! We definitely have some ideas on how we would have liked to expand the ideas and possibly move forward with the project.