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Dec
09
Posted By
aeiowu

We’re nearing completion of the game and with that means a deathmarch towards our deadline. Dinowaurs has gone through the design ringer many a time now, and this is her final pass through our gauntlet of obstacle courses, trials and rites of passage or other such things hard to get through that offer reward upon their completion.

All in all, we felt like the weapons weren’t quite differentiated enough in their function. The Castle and the SAM were more or less neglible as trajectory weapons, as was the U.S.S. Iowa and the Meteor Dish for striking. That’s all changed now though, with little sleep and much diligence we’ve put together some major changes to some of the problem weapons and minor changes to the rest. Check out our whiteboard for a breakdown of those changes, that is if you can decode my handwriting…

If you’re in the beta head over to check out the new changes. We need a lot of testers in there to find the fun in this new setup, tell us what’s nerfed and what’s OP. It may be tough losing your jetpack switcheroo strategy to the likes of these design changes, but remember it’s for the greater good of the prehistoric public!

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Categories
design   dinowaurs   game development   intuition games
COMMENTS
001
Dec
09

One Response to “Dinowaurs gameplay balance weekend bender: Complete!”

  1. Jayecifer


    Wow, you guys disappeared off the radar for a whole month. I was starting to get worried. :-p Poke Josh with sticks for me.

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