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(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 ^^'