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Hello Samuel! Another great feedback giver - oh man, my hopes and expectations for  people playing my game and giving me feedback  in this Jam have so fully come true thanks to folks like you -Tiger haz some great times here!

I will check the disappearing images. It happended during your first playthrough, right? I  built a rudimentary image preloading system,  but it only preloads the images it knows about - the latest ones I  forgot to add.

  • "I found it a bit difficult to select specific cards" -- Card interactions in these dense places also annoy me, to be honest. Who was doing this %&$ ?! Oh, wait - it's me :-D haha Yeah, the whole thing has to be more dynamic, I am afraid. Your idea of "pushing the other cards aside" is pointing into a good direction - I will try harder here and  think about  the math needed for that, do some experiments etc..
  • "I'm not a huge fan of having a real time counter that ticks down while also having turn-based mechanics that eat up time from the same pool" -- This is an interesting point I also heard before. Interesting because there isn't really anything else than the time counter ticking down. When an actions says "30 min" the character just will  keep doing this action for a little longer - roughly until this amount of time has gone by. I am speeding up time during  sleep (maybe also when resting?) but just to prevent longer waiting times. And when the turn based battle starts, I hope(!) I am stopping the time - have to check that. Can you please help me to understand better your point? It is an interesting one, but I can't really grasp it.
  • The nice-to-have pattern is  totally understandable - will take car of that.
  • "I think it would be nice to have  [...] some basic 'struggle' attack that kicks in when you're out of weapons, like in Pokemon." -- Sounds interesting. Do you  maybe have a link that shows this kind of attack? I was searching for another Pokemon feature before (someone said, it has a nice in-game tutorial for learning how to fight), but couldn't find that on either. Never played that game.
  • Will take care of the spelling error - thanks for finding it. Should rename myself to Typo Tiger or something... it happens so often...

Thank you so much!

Sorry about some of the ambiguity and confusion in my last feedback!

  • So I noticed the image flickering issue was the worst the first time I loaded the game up, but when I refreshed the page it was totally fixed. However, when I went to relaunch the game today, it was back, but only the menus were affected. I then tried relaunching multiple times and couldn't replicate the issue again.
  • Regarding the time mechanics, I think I was partially confused when I played the game initially, because I was treating it only as a turn-based game with my decision making. In those kinds of games, you would expect to be able to take your time and make more strategic choices with a lot of thought put into them, and the card-based action system that you have lends itself well to that kind of gameplay IMO. With (I believe) minor adjustments, you could make your game work that way entirely.
    Right now you have the real-time countdown, but I think there needs to be more to it for it to be a valuable feature. As you said, it just ticks down the time - it doesn't tie into the gameplay loop beyond that (unless I missed something). If you decide you want to keep it, I think it would make sense for your hunger, thirst, and energy stats to go down over time, zombies might wander around automatically, and other world events should happen automatically too, wherever it would make sense. Your cards could still have an indication of how much time an action would take, but with it being real-time, you might have the option to cancel certain actions midway through. Longer actions like sleeping could still be greatly sped up to avoid too much idle time. I would also consider making the timer update in increments of 1 minute instead of 10 so you get more immediate feedback and thus feel more pressure to make quick choices.
  • Here's a video that shows the Pokemon struggle mechanic I'm referring to:
    Normally each of your Pokemon has up to 4 moves, each with a certain number of 'Power Points' that determine how many times that move can be used in battle. When every single move has no points left but you still choose to attack, your Pokemon uses the move 'struggle' and deals a small amount of damage.