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Sakura's Dino Jump

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Author Comments

Sakura's Dino Jump is a fast-paced chase in the Stone Age. As one of the prehistoric teens you haveto escape the claws of a wild tyrannosaurus. However, your escape will be hampered by fragile floor, stone age creatures, and other obstacles.

[Space] - Jump
[Return/Enter] - Attack

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What the F are the controls? [space]=forward, and ???

RolfRothgerber responds:

[return]=attack... thanks for the constructive criticism

Fun and cute. Although there is a pretty annoying glitch as sakura walks over one of the exploding blocks her sprite changes to the damaged sprite and stays like that until she takes damage. Even if she didn't take damage from the exploding block. Kind of a shame considering that probably 90% of the work in this game went into making the sprites

I've never seen an endless game like this one and it really gives the player the choice of how fast they'll want to strategically move at times. Instead of the moving being done for you you're the one who progresses and it holds you accountable for jumping the gun and being aware of an environment that you can actually take in for once instead of being shoved to the next obstacle automatically. The audiovisuals stay true to it's theme and it's a joy to look at. I think it'd be awesome if the sun had a dedicated layer so it can stay there throughout instead of repeating itself. There's also this bug where Sakura is stuck in a damage taken pose that only goes back to normal once you take damage. I don't know if this is happening to anyone else but for Sakura's jumps sometimes there seems to be a small delay that breaks the flow of gameplay. Other than that I really want to see where this goes.

I like it, it a clever concept for an endless game.
The audiovisual layer is very well done, I especially like the character designs.
The only complaint I could have is that the chasing dinosaur has a maximal distance from the player.
What I mean is, because the distance between them can be only as long as the screen allows, there is no reward for going as fast as you can.
The maximal distance causes the dino to go faster than it should. When the player is at the maximal distance from the dino, the subsequent jumps move dino forward. While that's happening, the "alarm" for the dino to jump keeps on going, resulting in his faster movement. I feel like there is a pace the game should be played at. Maybe that was your intention, but in my opinion being able to play the game really fast would be more fun. That would cause a feeling of being in "the zone".

The delay between being able to jump should be tweaked a bit, it's a little too long. I wanted to play faster, but because of the delay between inputs, I simply couldn't.

Those are my only grievances and other than those I think you made a solid game.


It's colorful and frantic, everything I personally enjoy in a one-button mechanic game.
Control wise everything runs smoothly, no complaints there.

Credits & Info

2.83 / 5.00

May 17, 2018
3:09 PM EDT