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Well then, look who's back! Thought you'd escaped me the first time, huh? Well, I had time to spare and thus I did a longer playthrough! This time, I actually beat the game! This makes it the perfect time to come back here.

Since people mentioned UI stuff, I want to instead focus on the gameplay and presentation. I'm going to focus on the first one, since I think it matters more.

Before I get into it, I do want to note that the issue I brought up before about the card stack isn't fixed. Put some 200 items in your inventory and you should see what I mean. :P

To begin, how big of an area would you imagine this place is? Like, how far do you think the player is traveling? The reason why I ask is because the map itself isn't all that big. Like, if I look at the size of drawings and roads and try to extrapolate it into an actual walking area, I'd wager it'd only take a day to go the long way to the boat.

One thing I had been feeling when I played it is that the world should be "bigger" with time passing more slowly when you're not performing actions. This, in turn, would spread enemies and obstacles out. It'd also allow for a lot more options in terms of new paths. This brings me to the next issue: replayability. Right now, once I've beaten the game there's nothing for me to play again. It's not like the map changes or locations of hordes and enemies change. I think this is where things need to be worked on next, to make it fun to keep changing.

Next, there should be more info to explain to the player what the crafted items are for. I don't want to waste items on a campfire if I don't know how it'll benefit me. In a similar vein, a bit of explanation of how combat works (specifically what the numbers mean) would also be good.

One thing that I found infuriating while playing was the high chance for luring away to fail. I had a time where I attempted to lure four times and every one failed. Given the amount of energy and time this takes, it can be infuriating for it to fail. I'd say the failure rate should be lower, or that the cost to energy and time should be less so it's not putting the player on the backfoot so easily.

I loved the option for points where you can easily recover water. Thanks to these, I don't feel like the speed in which water drains is a problem. However, I do feel the speed for food is. Just thinking in general about how long a person can survive without food makes me feel this should be changed. Since the game is supposed to take 9 days, here's what I would recommend: making the food meter drop a little slower. When the meter empties, it begins to drain energy faster. This would feel more realistic to what the body is capable of. This would, in turn, allow the player to strategize when they eat. Similarly, all food should provide some energy no matter what.

And just for context to the above, I have personally gone 3 days without drinking anything, but I've gone a week without eating anything. When I had nothing to drink, it had a toll on my body. However, the most that happened when I wasn't eating was I felt more tired. This is why I suggest things the way I am.

I also think maintaining health should be a bigger deal. It wasn't until I began making huge use of sleep and rest that I noticed that doing either recovers HP. However, the amount gained felt way too big to me. I'd say make those gains much smaller, but in exchange make enemies a bit weaker. This would then allow for more strategy.

Finally, there should be a combat option if you run out of items. In fact, I would argue that the player should always have a non-card option for combat though with a drawback.

(2 edits)

Oh wow, hythrain, thank you so much for coming back, giving my game another try and leaving me this huge amount of valuable feedback. You make me really happy man! Have you recorded your playthrough - would love to watch it again.

First things first: Congrats for beating the game. This isn't an easy one - very well done! 🏆🏆🏆

I have some feedback for you - let's see, how much you like it, and well it meets your ideas and points for improvement.

Your feedback for the card stack: How is this related to the number of items in your inventory? Is there a bug coming up, when there is a critical amount of them? Sorry, can't see the relation, but maybe it is just too late here - time for bed soon ;-)

The area in reality (I have some reference) is roughly 15x15 km. But I shortended the length of  the roads by a lot to make walking the roads less tedious. So your idea here is to make a more detailed / zoomed in map? So players have to walk longer from one house to another, even if it is in the same street, so to speak?  Currently have another plan for replayability - or better: continues playability: There are more maps and tasks following. So the first 9 Days are just the prelude. On the current map there is a whole town  located in the north west, which players don't get in touch with. So the story could continue like this: You reach the boat, but it turns out, they have too many passengers and too little food for everyone. So your next task is to reach out to that town and collect a certain amount of food and drinks. Another plan for replayability: Different characters  and progressive character improvement - here you can find the first UI concepts for this: https://humane-tiger.itch.io/9-dayz/devlog/586768/feedback-quest-5-ui-designs  Players have to reach certain goals to unlock more characters  and their special abilities. If I go really fancy, each of them will have their own story (maybe in form of a diary), which can be discovered while exploring the world. I am working on the characters next - introducing at least 2 of them for the beginning.

More information is just about to be released. You will be able to right-click every item slot and crafting option - an in-game Almanac is then showing  all the details for that item, cooking- or crafting-recipe.


The current state and idea is documented here: https://itch.io/jam/imgj29/topic/3163246/a-list-of-improvement-ideas-for-this-ja...   You can even  test the Almanach in this pre-release: http://humane-tiger.com/9dayz/ So very soon you will e. g. get  an extensive answer for:  "What is this Glue good for, which I can cook from bones and water? Is it worth doing that?"

The chance for successful Luring is 60:40 (60 being the success here). But luck is a slippery thingy ;-) That's why I will replace "gambling" by a mini game. Isn't easy to implement though, so I am pushing this one in front of me.


There will be other minigames for Fishing and opening Safes as well. Here is  the concept for the Luring minigame: https://humane-tiger.itch.io/9-dayz/devlog/586068/feedback-quest-5-upcoming-impr...

Uff, what next... :-D

For the balancing and stats, you will be able to choose a character that suits your expectations. Time for a wish, if you like: Have any idea for the character you describe, having a slow metabolism? What pros would such a character have? And what cons? See the "Tree Hugger" in the linked devlog above as an example.


To your last points: Haven't really got into the health/healing topic, as you probably figured out. It will be part of a coming balancing and ist also a candidate for individual character properties. You are the 2nd player mentioning the non-card option for battles (others wished they could run/flee), so I am taking this also as a strong signal for some future change.

Alrighty. Hope I was able to pick up some of your ideas already  to your satisfaction. I am curious to hear how well you image these improvments will fit your feedback.  I promise that none of your feedback gets lost - on my Milanote board there is still lots of space - will compile everything to have it in view. Can't promise to take care of everything exactly, but it will influence my decision process.

(+1)

I'm just gonna comment on the card stack part for now, as I think the VOD will do a better job covering everything else.

So first, put 200 items in your inventory using the game editor tool. Now get into a fight. On the bottom half of the screen where it shows your cards, the stack of cards on the left side (which are face down) will have now expanded to cover several of the cards you've drawn.

Aaaahh! Okay, now I get it. Yes, yes - the battle card stack isnt limited, alright, will take care of that.

https://humane-tiger.itch.io/9-dayz/devlog/612029/feedback-quest-5-feedback-by-h...