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(+1)

Great game, great level of complexity and polish, and it was a lot of fun until I encountered a gamebreaking bug in my first combat. ^^;

I was attacking with a knife and was allowed to keep clicking and attacking past my mana emptying, and after killing the zombies in a single turn because of this, the combat failed to exit and thus I was stuck inthe combat with 3 dead enemies who didn't take any actions each turn. 

As a side note, I put off combat for a while because I hadn't crafted a weapon, but there seems no way of guaging the enemy zombie card strength relative to your own on a fresh playthrough, I think when you pick up a rock/knife etc or something that can be used in battle the game needs to tell you, OR the game needs to start with a scripted trivial combat like in Pokemon.

The ingame polish and artwork looks really great, and I don't think your capsule art does it justice.. The purple background doesn't match the color pallete in-game and makes it look like some cheap halloween flash game IMHO. I'd definitely also try and get some sort of card/paper aesthetic into the capsule.

Movement was a little bit confusing until I realised W wasn't true north, at which point it made sense. I read your DevLog, and only being able to move one square at a time probably seems to be a good thing to enforce, and the movement control system works very well as is at the moment, so I don't think it really needs redoing as a system as it is exactly what I would expect of the game at the moment.

(2 edits)

Wow - thanks a lot for sharing all these many thoughts and in-depths feedback.

Regarding the bug I am so sorry - it must have slipped in on the last day before publish (already fixed it, will publish the new version after voting has ended). If you want to test how combat actually works, you can give this version here a try: http://humane-tiger.com/9dayz/ (choosing "Start Real" is the better option)

You are so right with the game thumbnail / capsule art - I will create another version that is fitting the games art style. As so many things in a Jam it was made in a rush...

Can you please tell me what you mean with that 3rd paragraph ("As a side note, I put off combat for a while because I hadn't crafted a weapon, but ...") ? Maybe it's because  fighting zombies is broken in the Jam build, but you can use any inventory item in battle - it doesn't need to be a "true weapon" necessarily. At least, this is, how it is for now. What I am planning is giving most items some  "special effect" to raise the variaty and strategic depth in battles. The following concept image is showing that already in a vague manner (for the snack and the stone).

Really enjoyed reading your feedback, thanks again!


(+1)

Awesome yep combat looks fixed in that build, just had a quick go :D
I just meant I did not rush into combat ASAP because I was on the look out for crafting a weapon, but in the jetty area I decided to combat despite that so I could loot some things. Now I see I actually started with the knife anyway and combat is a lot less scary than I thought, hehe ^^'