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(2 edits) (+2)

Ah, where to begin. I believe it was around two years ago where I last played the demo for the game jams and I definitely noticed the new stuff. Repairing, the class system, starting gear, so I noticed some recommendations being heard and implemented which is always cool to see. The game is still tough, but it felt even more so this time around. However this time it didn't feel so in a good way, maybe it's been too long so I don't quite remember, but the zombies felt bulky, way way too bulky for the resources you can get. Having a way to change card U.I size or I believe what was mentioned before is a way to compress them would help for cards up top and equipped cards as they do get a lil big (Maybe there is an I just missed it). The Almanac, while I did figure out in this streams as I didn't do the tutorial cause I'm a masochist, was def a great feature I was very glad to see as I continued playin off stream.

Some of these zombies even at the start of the zones have upwards of 14+ hp, a swing from an improvised axe and a wooden club will still NOT kill that zombie leaving it with 2 hp. Making you either waste precious resources to reduce waste on weapon durability or just use the swing and waste a dura. 

You can avoid these zombies of course, but in doing so you are wasting potential loot and with how the rng is in this game you really need those resources, you will get tired really quickly, so you need to rest, resting tanks hunger and water, which requires you to gather resources which kill your energy which then requires you to rest and repeat the cycle all over again, it's super easy to get into that death loop of very tight resource management. And even if you avoid the zombies, there are still mandatory zombie fights, so if you didn't get lucky to get weapons, good luck fighting them, especially if they are in a group and you fail a lure. And once you start a fight, you better pray you can actually kill them or face a slow death. Homes too, as desperately as you need loot and sleep, are almost constantly infested with rats, and nothing burns resources faster then fighting horde enemies. You either use your stronger weapons to kill them faster but waste a hit that could have potentially chunked a zombie harder or use smaller resources to kill them but because there are so many of them your waste a lot. Houses rarely if at all feel worth it to even attempt, as loot afterwards also has to be in your favor.

Repairs while a great idea, do not work. 3-4 Durability is just not enough, especially when you need to use stuff like axes on doors if you want to loot more since nearly every house seems to be locked and searching has yet to result in actually finding a key of sorts. Not to mention it seems to only repair the weapon by 1 hit, that is beyond useless even as the craftsman as you would need to have a multitude of upgrades on the weapon to even warrant trying to keep it up when you can use a stick and rock to make a fully new item with 3 durability instead.

The game incentivizes keeping items in order to craft and do other things with them, but if you do that you risk the most dangerous thing, weapon draw. Weapons are the only reliable way of inflicting reasonable damage, and if you don't get that weapon, you risk eating lots of hits. The horde encounter at the end I nearly lost, despite me spawning in both an axe and improv axe and adding in upgrades to them just because of that luck of the draw, having equipped items actually be in your hands to fight with at the start is needed if the difficulty is to be maintained alongside the rng. Perhaps a more casual difficulty is required?

Sometimes it does just feel like you either get exactly what you need or get stuck in the constant struggle of needing more, I like the tinge showing you are growing weaker, but sometimes it is a lil hard to see. 

I am very much happy to see this game back on the feedback quest and I was really excited to re-play it, needs tweaks here and there but I was for sure just as invested with it as much as I was the first time around. I cannot wait to see what else you have in store for the game as it progresses as the concept and art are both wonderful. I have high hopes for this game. Thank you for submitting once more, hope to see you next year as well.

Section from 01:56:00-3:32:00 on Vod

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Hey Calamitys, thanks again for playing my game and for giving such an extensive review. I enjoyed watching your stream, wish I would have been with you out there, whispering you some hints here and there (you know - "psss - right click..."). In your gameplay as a Craftsmaniac you did pretty well, and who knows, if the Alamanac would have had a chance to tell you that this "what ever it is" is glue made from bones, which you can get from rats... There were quite some opportunities in that run. However, the Craftsman is a tough character and you did pretty well. Playing him I use any kind of tools just when I find them to improve my weapons instantly, as it doesn't make sense to carry them in my pockets. Combine that with crafting tape when ever you can, and you get really powerful improvised weapons which you can sometimes repair and use for 1/2 a run or even longer. Also I eat almost everything instantly when I am not completely filled, so it won't get drawn in the next fight. Each of these characters wants to be played in a very distinctive style - use their strength ruthlessly and you will survive.

You kept one branch, you sharpened all the others, you played smart, you were waging all your choices - perfect. Rats are your friends - cut and roasted, of cause. These steaks pack a lot of calories and water (I googled it, there is a lot of water in steaks). And with a whip you can hit 3 of them at once. Same goes for bees and their honey. And fish. Yeah, I think these were the pieces you missed - the wildlife and campfires are vital.

The game is hard, and sometimes unfair. But it all balances out if you grab every chance to survive. I wish I could find these "protest" vids on Youtube when The Long Dark was in its earlier state. People were outraging and demanded "make it easier". And now, some years later - they all demand "make it harder" :-D Because it just doesn't feel right trying to survive in an apocalyptic world with your base stacked with stuff to the brim. Hope it doesn't upset you when I write like this, it is my reason for not making it easier. Survival is hard, and making it just through eventually feels so rewarding (even for me, still, afterer so many play-throughs).

I hope you keep my game in not so bad memories. Can't promise to make it easier, but to make it even more diverse. Tutorial might be a good choice, though. The masochist in you will be served for, even with tutorial, this is what I can promise you for sure ;-)

Oh I am by no means offended at your reply, nor upset at the game. I love the game a lot, ever since the first review I ever did on it. I was not aware of the whip dealing splash damage, that's cool to know and makes sense for dealing with the swarm mobs. As for improved weapons, I still can't see too big a use of repairs in all honesty. Sure if it's very upgraded I can see it's worth in repairing but even then with a slight bit of more resources, just crafting a new weapon is overall better. Maybe some different tiers of weapon repairing could be added. For example with project zomboid, if you are repairing a baseball bat you can repair it with duct tape and it will repair it a bit, but with wood glue it will repair it far stronger as it is a glue specific for wooden repairs. Stuff like that remains within logic and provides more incentive. 

Maybe change in difficulty is the wrong term, maybe a choice of difficulty is better, like loot spawns more often and such so players can have a freedom of choice in that matter. As I have also played The Long Dark and I usually play on Stalker, but even that game has Pilgrim for more casual players as it doesn't not take away from the core which is survival, it only changes how hard you need to struggle to survive. The zombies can be just as brutal, but maybe you have an extra knife or two. Campfires, while I know are good from last time, I could never mentally find it in myself to be worth to place down but that's not a game thing it's a me thing.

Likewise, I agree survival is hard. Which is why I still feel like the character should always draw their improvised weapon first because well, why would you not be armed and ready for a fight. Especially if the player is actively getting ready to fight by either luring or charging in. I can understand if you are surprised/walk into them that maybe you might not draw the weapon at first but would you walk into the frigid cold of The Long Darks winter without a torch or flare ready to be drawn? That's how I view it.

I am also curious on how realistic you wish for the apocalyptic scenario to be as you are taking real life things knowledge for the game, such as steak containing lots of water content. For example acorns. We eat them just fine, but in real life they contain tannins which are potentially poisonous in real life. Or mushrooms, our character seems to pick them and eat them just fine, but mushrooms are notorious for being easily mistaken for their poisonous variants. Look up Destroying Angel(Badass name btw) vs  Field Mushroom. 

I am curious to see the direction you will continue to take as I have been reading your dev logs on your posts as you update. I am invested so I am happy to discuss and give my input as well.

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Hi, after playing the Craftmaniac yesterday again, came here to add some info, or backpaddle, if you want. He is really hard to play, half of my advice plainly doesn't count as he is a no-cooker. And after reading your 2nd answer, I think I will do some changes hopefully in your and other players favour. You convinced me with having the weapons at hand when going into a fight. This is mainly what they are there for, and in the game they even have their dedicated places close to the player. I wanted this to be the special ability a dog companion is giving you, but this guy can help in other ways as well ;-) And I will introduce a chance of finding keys as well. Atm scouting often has no effect (it reaveals a further area, but often there is nothing new to reveal). So when using this action on locked buildings, there will be a chance for a key popping up, same for locked cars. So, weapons at hands at all times and unlocking houses and cars with keys - how does that sound?

And lastly, there is already this banker guy (Cashmeister, in preview), which has only negative traits and barely a chance of survival (like the Misery mode in TLD). I will think of their counterpart, a kind of Prepper-dude with perfect knowledge and abilities and pockets filled with prepper stuff. One that is made for staying on top of an apocalyptic world.

These are all things which can be added fairly easily, thank you so much for inspiring these additions. Please let me know if you have any  more ideas around this.

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Yeah for sure these sound like great changes. Cash Meister sounds like a great addition for the hardcore players and Prepper also works wonderfully both for a "easier" addition while making sense in the setting. I can imagine numerous special abilities a dog companion could have in the game, such as sniffing out animal carcasses for meat/bones, luring/distraction/fighting (All making sense to have risk), among other things.

 Search yeah, it makes so much more sense for search/scout to be used this way as when I was searching I was really just wondering if it did nothing but just scout ahead, seeing you confirm that it does just do only that makes me agree with your idea for expanding the system, as the energy cost of searching vs just clicking A twice is monumental, finding a way to get keys both helps with weapon durability management alongside giving search a new use. I agree fully with those idea changes.

I could also see alternative ways to enter a house with more risks. For example, as it currently stands, you use a weapon durability to break down a house door, even on houses with very obvious easily shatter-able windows attached to it. If you can't find a key, maybe there could be window breaking as an option, with the caveat that you are making a hell of a lotta noise(Though I will say breaking down a wooden door is also loud, but I digress), making it so that either A. Nearby Zombies may attack you. B. Faraway zombies may hear it and start moving to your location over time. C. Some type of Mixture of the two. Or D. just the good' ol simple chance that a zombie encounter occurs. So you can have multiple options to gruel over.  Making you either waste dura, potentially have to fight and waste resources or waste resources to have a chance to get a key. Stays in line with the game's management system. 

I will prolly have more ideas come to mind as you reply, but I draw blanks a lot when it's just me and my own thoughts ahahaha. I hope to help in the best way I can that I think makes sense for a game perspective but also your vision. I am always happy to give feedback, whether it be for the jam or even outside of it I am always up to discuss my opinions on the game as I do wish for it to succeed and I enjoy it quite a lot. 

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It's never as easy as I think, but I got something prepared today (not published yet).

Lookin good already, energy and time cost are interesting considering it's a key to a home, but I can also understand for the sake of making the game harder.

Was compiling everything here https://humane-tiger.itch.io/9-dayz/devlog/1026638/feedback-quest-5-feedback-by-...

Here the list of things you inspired and which I very possbily will add to the game:

  • Adding the chance of finding keys when Scouting while keeping the "reveal further objects" behavior
  • Progressive zombie strength (while keeping the "more loot from strong zombies")
  • Change crafting of tape to crafting super tape (red) or getting three tapes from crafting instead of 1 (easier, same, more flexible effect)
  • Add "acorn porridge" recipe > 2x acorns, water, berries > big impact on hunger and energy
  • Test the effect of: Always having weapons at hand in fights