Sorry guys for taking a billion years to reply!
I think some pixel effect (like simulation of CRT monitors, maybe just scanlines) would look absolutely great here.
Also, you may consider to add variations of the "no-no" animation, maybe a shrug, or a "tsch", or a ponder-then-no, a mmm...
Although the repetition of "no-no" has its charm, I must say: very savage and direct.
Hahaha is the CRT monitor idea to make it feel 90s? This might work.
And yeah since there is only sound to give hints, I agree that there must be more variations than just a 'NO' to at least hint to the player how close they are to solving the puzzle.
This is great. Really like the visual environment.
For this style of game it seems you will be accessing the inventory a lot. It would be less tedious if the inventory can be opened by positioning the mouse anywhere along the top of the screen.
The problem with the inventory in our game jam version was that , since we don't use any text and the inventory bar at the top is small, sometimes you can't tell exactly what the items are, due to the low resolution. Our idea to fix that was a larger inventory area, so there is more resolution to work on the item art to make them instantly recognisable. To make it less tedious to open I guess is trial and error while playtesting to find the position of the inventory now.
+1 for scientifically accurate feathered dinosaurs!
Looks great, can't wait to see more.
Thanks! Just adding feathers and teeth seems to work