Fossil Blastr by christina-antoinette-neofotistou

Play it online on itch.io .
made by @castpixel using Construct 2 and photoshop CS5
How to play:
- select a dig site (randomly generated)
- dig until you find a fossil
- pick it up (Z button) and throw it (Z button) at the starting area to collect
- use the drill to block slimes and to always have some digging going on
* Controls:* arrow keys, [Z]: dig, [X]: drill
I wanted a bomberman clone plus archeology. Gameplay isn't very good yet, and it's buggy, and there's no sound, but I got a ton working:
- a random skeleton generator. the idea was, after each level you try to piece together the fossils you collect, like a jigsaw
- a random level generator, with soil, rock or obstacles
- a semi-working tile based top down view
- a semi-working and annoying enemy slime
things the game needs that didn't get in:
- slimes trapped in soil, so there's a little more suspense
- balancing the game
- an indication that you're near a fossil, when you dig nearby
- powerup and money drops
- a powerup that reveals all fossils on the map
- 2-player support with competitive scoring
Links:
Web
Ratings
| Overall | 455th | 3.263⭐ | 21🧑⚖️ |
| Fun | 586th | 2.789⭐ | 21🧑⚖️ |
| Innovation | 583th | 2.737⭐ | 21🧑⚖️ |
| Theme | 606th | 2.895⭐ | 21🧑⚖️ |
| Graphics | 49th | 4.526⭐ | 21🧑⚖️ |
| Given | 4🗳️ | 12🗨️ |
Also I didn't realise for a while what I had to do with the bones i found, i threw them at the starting area as instructed but not much seemed to happen, i realised later that the fossil count went down but you should maybe make it more obvious that the player has done the right thing. I really liked the artwork though
Very fun at the beggining, but too repetitive... Same objective, same ennemies...
But nice work! You game is really beautiful!
I had huge issues with the game framerate that made it pretty unplayable. I suggest digging deep (har-har) into the code with a profiler to see what scripts are causing it. The pixel art was fantastic and you really nailed your mood and style.
@occultone thank you for bringing this to my attention. It's actually made in Construct 2, but what you said still applies. if you're curious, it was a While loop, that tried random positions to find an empty tile to bombard with a falling rock. The less empty spaces there were, the harder it had to think, therefore introducing a ton of lag. I fixed it by coding it properly ^-^ (copying all empty space coordinates in a temp array and then randomly selecting a pair of X,Y coordinates from there, which is always foolproof and has the minimum overhead) Thanks again <3
@Vivoubos thank you! I know, it's not that great yet. I hope it gets there :D
@Mieeh I agree. That's all the time I had, but that's no excuse. Thanks for playing!
@kavehes I was about to introduce some powerups and gold drops, so the levels wouldn't be boring even if you're not finding fossils, but ran out of time. Thank you all the same <3
@automatonvx thank you so much for the suggestions which are totally valid btw <3
I really hope you work on this after the competition as you really have something special here.
Okay, back to the game... The current game is a bit repetitive, because all you can do, is open all blocks and hope you get a bone there, and then return it to the base.
Because it's completely random where the fossils are, you have to open/bomb all the blocks... And I never have enough time to do that (but that could be me misunderstanding how the game works).
(Which is why Bomberman is also very tedious, because you have to uncover every block until you find the exit.)
I'm also not too sure what to judge or not... The version on itch is not the jam version but a post-jam version. But for someone like you I'll just make an exception.
Did I mentioned that the graphics are brilliant, as usual?
If I would change it, I'd probably reduce the amount of regular blocks by 70% in an easy level, and 60% in the medium levels (and 40% in hard). The amount of bones is not very important for diificulty, if you basically have to open all blocks. In fact, the total number of dirt is the difficulty (and monsters).
Also, I'd reduce the number of button presses to break one block... My fingers hurt after playing it for 3 times...
Still, I like the game as it is, but there is room for improvement. :smile:
Another good addition would be to add more bones, say from different dinosaurs, and then have part of the time challenge to assemble as many complete skeletons as you can. That strikes me as a great way to add challenge and depth to the game.
Overall, thumbs up!
But man oh man those visuals. Great job on the character design, animation (the smoke effect when you destroy a block is great!), and color design. There's tons of personality in it.