First off, thanks everyone for the feedback so far! The specific and constructive feedback you all gave will be of great help to me in fixing and updating the game.
Sorry about the wall of text, just wanted to reply to everyone in one place.
Controls and Player AgencyThe overall consensus is that players appreciate a feeling of agency. I'll update the thread when the next release is rolled out and look forward to your additional thoughts.
I'm not sure what I'm in control of to begin with.
I can sorta move back and forth and do flips, but I don't know how I'm shooting or avoiding or what. I didn't even know the game had started initially.
Cool name and guns though.
I had no idea of what the controls were, much less the plot.
After 10 seconds or so I worked out that I could turn left and right. I didn't work out how to flip or to control the guns. I got to the level with the dinosaur flying over the sea on some kind of parachute, but I could no longer control him to go left or right, so I gave up.
I am also a little bit confused as to what I am in control of.
I can turn left and right but since the screen is alway scrolling it seems that like no matter what I do it has no real effect on the outcome of the game. The main character is HUGE compared to the rest of the screen. This is understandable because he is a dinosaur... but I think it makes it really hard to play if part of the game play is meant to involve dodging meteors.
I would consider trying to zoom out a bit and giving the player a bigger look at what is going on in a level, it will give them time to react to incoming obstacles.
Our main goal is to capture the joy of being an out of control, weapon covered dinosaur. Maybe if Contrasaurus laughs when getting hit by a meteor it will remind the player that they are powerful and nearly indestructible, and that they shouldn't worry about getting hit by stuff too much. Though his "sad eye" animation currently reminds players that getting hit by meteors hurts and makes them feel bad that their best friend Contrasurus got hurt. Reconciling controlling an uncontrollable force of nature is our primary gameplay difficulty.
I am a little confused about the inventory of weapons, it is not immediately obvious what they did. I just ended up clicking all of them as much as possible because it made a bunch of bullets on the screen. Are there hotkeys on the keyboard for activating these? It might be a good idea to include those and also give a visual cue on the HUD to show what hotkey will activate each weapon.
The weapon inventory system really does need some work, it's main purpose right now is debugging and testing different weapons, but that's not really useful to the
players of the game, so any follow up feedback on how to make it more fun and interactive is greatly appreciated.
Language/PlatformJavascript? I am curious as to why you chose to build this in Javascript? Are you planning on releasing this as a game for the Palm Pre, or trying to make it playable on an iPhone in a web browser? It is always impressive and cool to see people using a javascript canvas to build games so kudos to you.
But you may want to consider trying out something like Flixel or FlashPunk and doing this in Actionscript with a nice games library. It will give you lots of nice things that add polish to a game. If your major goal is to make a nice looking video game that is playable on the web, I would reccomend looking at these libraries. However if your major goal is to learn javascript and learn how to build some basic game engines in javascript from the ground up then keep going, things are looking good.
We are planning to release the game for mobile devices, like iPhone and Palm Pre, but we also want to have it work on the largest number of machines without any porting. Pretty much every smart phone, laptop, desktop, iPad, refirgerator, etc. has a browser with JavaScript (or will within a year). We therefore chose the browser as a platform and specifically *not* Flash. I'm not sure if this is the best decision for everyone, but it's the gamble we're making on this game.
As far as game libraries in JavaScript go, the field is still pretty limited, but growing. I'm watching
Akihabara and
GameQuery and look forward to advancements in the area. As of right now Contrasaurus is built on our own custom, shoddily constructed, CSaurEngine
TM. There are some salvageable components of it that are being released open source.
Matrix.js so far and some more to come later. Even though as a developer I feel that platforms are cool, players generally don't know or care about them, so I need to keep myself in check and only make what is absolutely necessary to enable the next awesome gameplay interaction (like throwing a battle ax at a paratrooper and having it explode).
Ploti thought it was hilarious
Uh, plot? Is there some kind of time travel involved?
Yes!
The STORY: Haha I have no idea exactly what is happening. A dinosaur covered in weapons will save the earth. This is all I really need to know and I am pretty excited about that.
My hope is that anyone who has ever played with dinosaurs and army men will feel the same way.
Bugs[...] pressing left and right scrolls the whole window as well as changing the dinosaur's direction, which was pretty distracting.
I'll fix this today.