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...