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(+2)

The art is fantastic and the game feels very polished. I could easily see something like this selling on steam with a bit more content. It was a cool wholesome choose your own adventure. 
 
My biggest feedback is that the game doesn't incentivize you to take any risks. I feel like an element that could really help the game is some kind of growing pressure that you can relieve by taking certain actions. Maybe making it so that the attack meter raises every time you go to a new zone and have more events that reduce the attack meter.  One thing to remember is people will optimize the fun out of any game so the idea is to make the optimal path or the path of least resistant the most fun. If you can balance exploring to get things that will help you in fights with trying to avoid fights I think you could create a really interesting tension for the player to explore.  

Also I would recommend having a dino join the party be part of the the menu options. I ended up playing several games with only Ralph because I was a fool and didnt read the hints. The dinos just looks like they belonged so much in the picture that I thought oh hey a new dino to play with before I continue on my adventure. Game started making a lot more sense once I learned I could grow the party because it was impossible to take any risks with just the one dino in the party.

The battle mechanic was pretty good though. I really liked the idea of having to balance getting hit vs hitting the opponent and leverage the different strengths of the different dinos. Like I said before if the game incentivized you or forced you into more fights I think that would be really strong. 

I know I am giving criticism, but  only because I see such a solid foundation here. Excellent job!

what a great feedback, so many good thoughts. Thank you. Reading this on my phone, will come back when being on my desk again

Hey Ninja, thanks again for your feedback. Your critics are spot on and very welcome. I was postponing the playtesting and balancing from one day to the next - always in the hope the game is ready soon :-D Well, turned out I needed until the last hour to get most things working - then time was up and game wasn't playtested a single bit. Actually, I had my first playthrough only after submission period was over :-/ Was suprised things were not completely broken and one can actually play it :-)

What I want to do: Making Attacks more frequent. They add so much excitement and strategy to the game, having runs without any Attack was not my goal at all. But I still think chaning locations shouln't raise the Attack, as the forward momentum gives you a chance to keep your distance. On the other hand, there should be more presure forcing/wanting you to stay in a location for longer - doing actions that keep your pursuers a chance to catch up with you. Growing hunger is one of these things, also a fading mood can work for that.

To make the dino selection more clear, I will rework the hint - saying clearly: click on the dino to befriend it. And also repeating that hint until the player actually does so. Don't want to show too many actions - making players look and search in the pictures should be part of the experience. Talking about that: finding fossiles atm is just raising a number. But with enough time, I would have given each fossile an advantage in battles. But that would make balancing the battles even harder, I was so happy to find a relatively simple algorithm which creates challenging situations in battles. Let's see...