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.
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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...)