I really like the art style of the UI, and the possibilities for the game.
walk with AWSD is not very good for this kind of game (I discovered that this was possible after read the game description), I would like to have places and in each one of the places I could interact with the things in that place.
If I can not do one thing would be nice to rearrange the cards and change the colors to indicate it.
The actions need time, but the time passes in real time too, for this kind of game is better if only the actions increase the time
On the combat is a little strange to use any item on my inventory. Maybe have cards that represent actions, and you can only perform a action if you have the item. And the actions can break your itens, so is good to have more than one in your inventory to swap
Check my game on the jam too https://fabsca.itch.io/circles-of-replications-day-2
Play game
9 Dayz's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.600 | 4.600 |
Fun | #1 | 4.400 | 4.400 |
Visuals(Graphics) | #3 | 4.400 | 4.400 |
Sound/Audio | #3 | 4.200 | 4.200 |
User Interface (UI/UX) | #4 | 4.200 | 4.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://humane-tiger.itch.io/9-dayz/devlog/612789/in-game-almanac
Developer Feedback Questions
With the Almanac at hand, in regards to items, crafting- and cooking-options, do you feel comprehensively informed? Do you see any other places / slots or even topics, where you would like to trigger the Almanac? All other kind of feedback is highly welcome as well!
Comments
Hello Fabricio, thank you for playing 9 Dayz and sharing your thoughts. And sorry for me discovering your comment so late - it somehow slipped through. Will play your game in the evening and give you also my feedback.
You suggest some fundamental changes here, I will think about them and how I can incorporate your suggestions in a future version of my game.
Very good game, very interesting to play.
On the crafting screen, I would find interesting to gray out items not possessed. It would make the information even more readable.
When playing, I experienced a very very slow death (from 100 to 0 with one zombie attacking for 4 hp every round), dying faster would be better.
Thank you for the game !
Quite a nice game, the tutorial is decent and the mechanics of the game are easy to understand, one minor issue I had, was that at some points there were too many cards at the same time, became a bit difficult to navigate them and to keep track of what I had searched, also with crafting the sharp sticks, I couldn't understand whether they can stack or not, I just kept pressing craft, but I wasn't sure if anything happened, if nothing happened when pressing craft, inform me that nothing happened(the same issue is in my game) and if something happened, the show me that it happened, if you can have multiples of an item, consider adding a number next to their icon that shows me how many I have, overall a great game
Thanks for playing my game and for taking the time to leave your feedback!
Have some check backs if you don't mind.
Regarding keeping track of what places you have searched already, I expect you havent' noticed the icon showing the crossed-out bag in upper right corner of these cards, right? Maybe I have to add another tutorial card introducing this item as well, as I haven't done for this particular one yet. The spreading cards I have adressed as best as I could - think I can't get closer to a good solution than that. https://humane-tiger.itch.io/9-dayz/devlog/585215/feedback-quest-5-spreading-car...
When new items get put in your inventory, the inventory button grows and shrinks for a sec. The total item number in brackets is usually also going up. In case of a sharp stick, however, the new item is traded with one old one (branch -> sharp stick). So the number stays the same. Might have to add an additional "+X" in a certain way (will note that down). Your game is also soooo complex, I guess you know that problem, one having the impression that it never gets finished (no matter where, there is always one thing more that also needs to be added ;-)).
Have you used the almanac? Has it given you valuable information? It's the new feature I was adding lately - any feedback for that in particular?
How far you got?
I haven't gotten very far, just before the first zombie horde, the card almanac I haven't really had a need to use, I got the hang of the game pretty quickly, it was nice to have it, the way I played was, make multiple weapons and only use them to fight the enemy, if I got a hand full of consumables, then I would just end my turn doing nothing, there is a nice risk vs reward for that, one thing that was kinda annoying was the constant waiting to do stuff, I can understand why you did it, as time seems to matter, but from a players perspective, it's boring to just wait for the 3 items to be picked up, one by one, considering that there are a lot of cards, it builds up, everything I do takes time(like in a real world sense, every pick up takes a short while).
The map, if you are going for a story oriented game, then it's fine, keep it as is, but if you are making a real survival game, consider changing up the map on every playthrough, I got used to the map and pretty much started speedrunning it to get to the point I was before I died, this is where having to wait for every action I take built up and just decided to start using the game editor(sorry), then I lost interest(this is totally on me for cheating)
This is an amazing game. Definitely one of the better games in the jam (no offense to other jammers). The crafting is a nice system. The cards are a very interesting approach (not in a bad way). I like the battle system and how every item can do damage.
A great game in general.
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