Hard time in the Cretaceous


In Patag­o­nia, dur­ing the Cre­ta­ceous peri­od there was a leg­endary strug­gle for the sur­vival of the species, the Neuquen­saurus, a noble her­bi­vore species, had to endure con­stant attacks by the Overorap­tors, car­ni­vores of small stature but that, attack­ing in herds, are a great threat. Feed on what your envi­ron­ment pro­vides, scare or step on the Overorap­tors and make your off­spring survive.

How to play

Move with the arrow keys, you can sprint with SHIFT and also roar with SPACE, but be care­ful, the Neuquen­saurus will con­sume more ener­gy in both cases.

Developed for the Patagonia Game Jam with theme "Dinosaurs from Patagonia" by:











About the Patagonia Game Jam

Patag­o­nia is a region of south­ern Argenti­na and is the region where I live, this jam was orga­nized here and the theme was the dinosaurs in Patag­o­nia, which had a strong pres­ence in this region. For the event they cre­at­ed a dis­cord serv­er in which we had chan­nels for each team and we could also talk to pale­on­tol­o­gists to learn about the top­ic or ask ques­tions and that our games have some cor­re­la­tion with the his­to­ry of dinosaurs.

Technical Details

Next we are going to review some infor­ma­tion about the inner work­ings of this game and its mechan­ics, first of all it is a 3D project devel­oped with the Uni­ty engine.


The music for this game was com­posed by one of the mem­bers of the team, I real­ly liked the result, espe­cial­ly the game­play bat­tle music, you can vis­it the "Trepen el Paredón's" chan­nel to see more works.

Scene Structure

This game is set up in two scenes, the first scene is the main menu that has some but­tons, one to start the game, one for the cred­its win­dow where you see our faces and links to our net­works, we have anoth­er but­ton to close the game and there is also a but­ton to con­tin­ue a game, but this only appears when we have already played at least once and passed the first round, which means that this infor­ma­tion is stored in mem­o­ry and then retrieve it and decide whether to show the but­ton or not.

Dinosaur controlled by the player

The play­er con­trols the dinosaur using the direc­tion­al arrows or the WASD keys, can sprint by hold­ing down the SHIFT key and roar by press­ing SPACE. The dinosaur has an asso­ci­at­ed hunger lev­el that decreas­es pas­sive­ly but depletes faster if the dinosaur walks, even faster if it runs, and each roar costs a cer­tain lev­el of hunger to produce.

If the hunger bar reach­es zero our dinosaur dies of star­va­tion so we must be sure to con­sume the food that appears on the stage, for this just go over the bush­es, also the dinosaur has an indi­ca­tor that all the time points to the near­est food source.

Dinosaur egg

At the begin­ning of the game there is a dinosaur egg locat­ed in the nest, this egg has an asso­ci­at­ed incu­ba­tion time and health lev­el, both val­ues are reflect­ed in the bars in the upper left cor­ner of the screen. The incu­ba­tion time increas­es steadi­ly and the health of the egg decreas­es if it is attacked by an ene­my dinosaur. When the incu­ba­tion time is up, the egg hatch­es and a minia­ture dinosaur emerges from inside.

The car­niv­o­rous dinosaurs will try to attack the egg, if we allow them to get close enough they will do some dam­age that will be sub­tract­ed from the health lev­el of the egg, it can be seen in the indi­ca­tor bar of the graph­i­cal inter­face. When the egg is com­plete­ly dam­aged the game is over as no new dinosaurs will be born.

The egg appears again when the small dinosaur is ful­ly developed.

Dinosaur baby

The new lit­tle dinosaur emerges when the game fin­ish­es hatch­ing, at that moment the indi­ca­tor bars change to show the dinosaur's health and state of growth, in the hatch­ing state the car­niv­o­rous dinosaurs will attack it in the same way as they did with the egg.

Ini­tial­ly I want­ed to make the dinosaur hatch­ling have an arti­fi­cial intel­li­gence that would allow it to move around the stage inde­pen­dent­ly and feed itself, for that rea­son there is a 3D mod­el that looks like lit­tle col­ored balls, the idea was that the hatch­ling would look for those food sources to devel­op, but in the end there wasn't enough time.

The stage

The 3D mod­els of the scenery are mod­els we made using Blender, the tex­tures were made with Sub­stance Painter.

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