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...