![]() ![]() So, the first half of Dinocide is spent building up the inventory, as there is little to no reason to actually equip anything before going into the levels at that point in the game. Players are then able to use these items later at their leisure, but using them and dying results in the items disappearing entirely. These items can be found in the levels, and they are added to the inventory by finishing the levels with them. As players progress through Dinocide, they are able to collect weapons, dinosaur mounts, and gems to help them on their adventure. One of the reasons why the latter half of the game is so frustrating is its inventory system. On the contrary, Dinocide abruptly goes from being extremely easy for the first half of the game to incredibly hard in the second half, in what amounts to one of the most jarring difficulty spikes one is likely to come across in gaming. It is not a gradual climb to the frustration either. Unfortunately for indie developer AtomicTorch, the retro throwback Dinocide is far more frustrating than it is fun. Finding the balance between frustration and fun was the key to success in the days of the NES, and so when a developer attempts to replicate the feel of games from that era, they are faced with the same dilemma. The NES-era of gaming is remembered for its 8-bit graphics, chiptune music, and blisteringly difficult games. Dinocide from AtomicTorch is a throwback to the NES era of gaming in more ways than just its 8-bit style graphics - it also has plenty of archaic, frustrating gameplay.
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