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9 Dayz's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #5 | 4.400 | 4.400 |
Sound | #5 | 4.133 | 4.133 |
Fun | #5 | 4.000 | 4.000 |
Overall | #5 | 4.183 | 4.183 |
Theme Use | #10 | 4.200 | 4.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What was your favourite part of working on your game during GDM?
Learning so much new things, and chatting with the awesome Discord Community.
What was the hardest part of creating your game?
Getting it somehow done. I massively overscoped.
Did you use any pre-existing assets in your submission?
Yes. All the artwork was hand-drawn by me in the past (some during the Jam). And music and sound effects I found at freesound.org.
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Comments
This is a very impressive and really well polished experience! I really enjoyed the presentation, with the hand-drawn cards and the map overview. The gameplay was simple to understand, with the cards showing what actions you can do, and a brief tutorial card. The sounds were very nice and atmospheric. I could very well see this as an actual full release. Hopefully you expand on this nice concept!
Thank you Lako ! Have still some strong motivation to continue working on 9 Dayz. This is kind of unusual for me, normally I quit working in a game after publish - but not this one. It feels really good to keep this up - so let's see, where this is leading me to. Checked the results just in this moment I am answering you. Place #5 :-) Well, looks like I have something here - feeling so happy! Wrote a post-Jam dev log, if oyu are interested: https://humane-tiger.itch.io/9-dayz/devlog/529914/post-jam-updates
Will publish the new version in a sec.
Pretty neat concept. I liked the card system which really reminded me of Baten Kaitos, which is really the only game I've played with card combat.
I only tried the Real difficulty option and noticed SOME bugs here and there. One in which involves being able to drink from the lake/jetty without even being close to it, since I noticed how the scouting option worked, and was able to get water and search things from a long distance without being close to such objects. Another bug was after defeating an Undead and NOT searching the bodies made another encounter happen in which I had to waste a resource to get out of the encounter, since the dead undead couldn't attack and I couldn't finish the turn or get out without doing so.
Other than that, a fun little venture into something fairly fresh. Would like to see more in the future, good job.
Thank you for your kind words and the detailed feedback - playing the "Real" option was a good choice!
These diagonal tiles (like the Jetty) give me some headaches. Technically they are also next to the player (in the sense of a 3x3 grid with the character in the center), but in game this distance looks much further than the tiles sitting left/right/top/bottom next to the player. Will test how the game plays, when the diagonal tiles don't count as "next to the player". The whole topic of "what is nearby to what" needs some care - it's on my list.
The issues with dead Undead raising again as a dead Undead (oh my...) will be fixed when I refactore the whole Card deck logic. The current one was born in a haste - will turn the Deck with all its variety into an data-driven component architecture - in my head this is already looking good, just a little scared about the many keys I have to press to change everything ;-)
Your feedback encourages me to keep up the work on this game, thank you also for this. If you are interested in the latest changes and what is coming next: https://humane-tiger.itch.io/9-dayz/devlog/529914/post-jam-updates
Will check the game Baten Kaitos you mentioned.
I fixed the "long distance" issue by walking the character to the place the player interacts with before actions takes place. It's a good compromise I think. The "long distance" scouting is on my list, this one needs to be limited. And Undeads do not trigger another accounter any more (they still have issues, now you can't loot all of them - working on it...)
I think your game has brought something new to the survival & zombie genre! I've played a few games with similar elements, but I'm really impressed with what you've put together.
I hope you keep working on this and I'd love to see what it becomes.
Thank you. Think I know what you mean. There is a potential for finding a sweet spot between Card-based games and those focussing on exploration. Pleyed this one here, they try, but I wasn't happy with their approach https://store.steampowered.com/app/1592230/Cards_of_the_Dead/ And there is Tropical island, which does pretty well with the card part, but falls short on the exploration part. https://store.steampowered.com/app/2147680/Card_Survival_Tropical_Island__The_Fi... Pretty sure the perfect mechanic for such games isnt found yet, maybe I am coming a little closer to it. Will keep trying. After voting period, I can publish my improved version I am working on.
That game was amazing to play! Great job on the UI and art. It looks and feels incredibly polished!
I absolutely loved this game, I wish I had had more time to play it on stream because I really wanted to get to that boat on my first playthrough! I will definitely be coming back to this game later because I really enjoyed it; you have a great system for card-based locations, enemies, and items. As I had mentioned on stream, I think it would be cool if some of the more flimsy items (like branches, food, etc.) would break if you use them in combat, that way there's another easy to understand layer for combat. All around, amazing work!
Hi Keltfire, thanks for playing my game and for all your encouraging feedback. You don't believe how happy your words made me!
Card-based locations combined with a character that visibly roams the world - that's the combo I wanted to explore with my prototype (don't want to call it a game, yet). I know some games doing the one or the other - but having a combination of both - no game in sight. I think there is potential in this, so I will try to explore the idea further. Your suggestion is great, and the Zombie battles need some more improvements, I think. Just to make it more tense and dangerous - having the player always walk on the edge of survival would be fantastic. Each encounter and choice making it a real matter of life or death. But this is the hardest thing every survival game is trying to achive, not sure, if I am succeeding in this. Anyways, thanks again. If you have more ideas or feedback - you are always welcome!
All items except weapons are consumed in battles now. This makes battles and decisions little harder (like: "do I use the tape in battle or better keep it for crafting? - if I only could find another stone..." - thoughts like this can come up). Weapons have durability - can't fix it for now, but this is coming soon.
A nice little game with beautiful artstyle, very polished and enjoyable!
This is quite impressive. I've never played a game like this. I found a glitch where I can still move while in combat... Lol But whatever. Well done! And well polished as well!
Your character shouldn't be able to move during combat (or any other action) any more. Instead you can see the character moving to the place you interact with. This is adding a nice flavor of visual feedback, I think.
That's amazing. the unique gameplay with beautiful visuals and unique way of doing task is pretty amazing. But there are some suggestion - dead zombie shouldn't get damage or waste the inventory on it while fighting 2 or more, drinking water from jetty did no status change. You did great, love the gamestyle, gameplay, visuals. Have fun playing it.☺
Drinking is satisfying thirst now. Dead zombies don't re-appear any more. Still, they are consuming the items in the current battle even when undead, will fix that later. Just don't throw things at them - dead Undead will stay dead ;-)
Runs into some layering issues when there's too much in the surrounding environment, or in battle when you've got a massive inventory, and I once got a zombie encounter that had so many zombies they went off-screen. Aside from UI issues like that, I liked this one once I got the hang of it and I had fun gathering supplies from everything I came across, though it was a bit on the easy side (again, because I ended up having a ton of stuff in my inventory).
Too many Cards are still an issue, might limit their total numbers to solve this - or maybe I reduce the distance which istriggering the hiding effect. Need some time to experiment and decide what feels good.
This is pretty intricate. Reminds me a lot of zombified, but takes it's own direction and I think it worked very well.
This game was a blast to play in terms of immersion! At first I was a bit confused, but when I got the understanding of it I got really into it. I went to the cabin side looted a good bit and went further north. However, my journey ended as I got jumped by 10 different zombies at once. There was so many zombies that I couldn't see their cards to attack them. As I was looting, some cards were blocking me from seeing other cards, especially when I'm trying to click gather on them. The concept is awesome, but the cards are a bit crowded to properly navigate at times. I also wish I was able to run when I got to an encounter of 10 zombies as I knew it was a losing battle. Nevertheless it was a fun game and the art and audio complemented it well!
Thank you for your kind words. Makes me so happy to read this - I was so unsure if anyone can enjoy it.
Also much thanks for your feedback. All of your points are valid, and I have to find solutions for them.
The zombie horde was meant to be "announced" by an event card, telling the player that it will have passed the road at day X. But I was running out of time and didn't implemented this, so the horde just stayed there - numerous and dangerous. However, I once managed to beat all of them - but I barely survived and had a lot of luck.
Anyways, thanks again! Will play your game as well and give it a review.
There is a warning now indicating the Horde ahead soon enough. It is suggesting to find another route (not saying this is also quite a dangerous one, but not quite so impossible :wink: )