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Humane Tiger

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A member registered Jun 02, 2021 · View creator page →

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The game is well made. Controls are flawless. Art style is appealingly and consistent. 

Think there is a lack of puzzle/strategy elements. It is too obvious where to move. I am missing these "smart move" moments, where I have to think, plan and strategize and get rewarded for doing so in a clever way.

Wow, wow - another great card game in this Jam. It's pretty much the same feedback I have for you, that I already gave for Deadlinez. Loving the smooth game flow, which is ramping up in difficulty just enough to keep it always a good challenge. I made it to the caves in my 2nd attempt and will try again!

Oh, one more thing. I like the shader-powered card hover effect you already showcased in Discord the other day. 

It's a great card game! Loving the smooth flow, the key support, music, soundfx - it's all in all a very much enjoyable experience.

Failed the last deadline by quite a lot as an employee - will try again!

Thanks for taking some of my suggestions into account!

I have one more, but this is more like a personal one. The soundfx for successfully meeting a dealine to me sounds like negative feedback. This is because it is the same sound another game (Survivalist - Invisible Strain) is using for failing an action. As the tone is "falling" (not sure how to say it in a better way) one can connect it to something "not good".

But that's very picky, you have a great, enjoyable game here - please keep up the good work!

That's a fantastic game - even in it's prototype state! Such a petty there is no funding for further development.

That's cool to me. Thanks for your encouraging words and sorry for the misunderstanding. It was an enjoyable event for me and I'll keep development up for sure :-)

Thank you so much for your thoughtful and comprehensive feedback. I'll put it all on my Milanote for future improvements.

There are two things already in dev, adressing RNG and battles: Animal companions, in particular dogs, making sure you always have a weapon in hand during battles. And the "Hardcharger" who will be able to defend himself with fist fights. Also planning to add a barricade crafting option, helping players to prepare fights against larger numbers of zombies.

I like to craft sharp sticks in preparation for the next fight. It's a cheap and effective (3 AP) item. For that, I make sure to always keep one knife in inventory, and sharpen all sticks, keeping only one branch for crafting the next axe.

Thanks again for your kind words and for sharing your impressions.

The little ghost and the sound FX are sooo cute!

Hi SOP, yes I documented the portions I added during the Jam: https://humane-tiger.itch.io/9-dayz/devlog/816286/devlog-beehive-and-new-mobs and also https://humane-tiger.itch.io/9-dayz/devlog/811230/devlog-new-images-and-guarante...

Restarted working on my game motivated by your Jam. As you can see, the older devlog is from the 6.10.24 - before that, the last changes I did are from the beginning of July. Hope you can decide based on that, if the disqualification is valid or not.

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Thanks :-) The Craftsmaniac is a tough choice. His biggest pro: Repairing weapons occasionally preserves required materials. But the biggest con: He loves his tools and won't use them in battles. You can see these pros/cons (as well as the starting equipment) in the character selection screen or when right-clicking on the character card in-game. If you want to survive with a similar character you play in the tutorial, I recommend the Everyman.

Art looks really good!

The final boss got me ;-)

How do I move? When I press+release left mouse button, I see a squeeze animation but the rock doesn't move at all.

Thank you :-)

Would be interested in how far you came. Managed to survive all the way to the end?

It's a good start. Like the character design and environment art.

The game could give more feedback, I think. Have played Moonlighter quite a lot and would refer to this one in terms of movement speed and audio + visual feedback in form of soundFx and particles.

Right now I can cheat a win because enemies get stuck at obstacle corners, which makes it possible to kill them without being attacked.

It's really well made. Controls and character feel snappy and scrolling is super smooth. Also respect for choosing a light-weight framework for this game, I totally agreee with the arguments you mentioned.

Nice assets and UI. Visual consistency over all elements is really good.

The ring is one of the evidences to solve the case at the end of game. Have you found the security cam footage? If not, send another assistant to the Jewelry store to get it. It gives you two hints leading to the end of game (a button "Solve the case" will appear top of the screen when the case can be solved).

It's beautiful. What game jam was it? Think I saw one with an Otter theme lately? Was your art used in that jam to create a game?

Alright - now it works :-) For your first game this is really good! The walking & running mechanic is well done, sound effects, the integration of all the assets - and even a small intro. Good job! I found myself constantly running, wished this would be the default speed (it would save me from pressing shift key all the time). The boomerang is very helpful to get rid of all these pesky attackers. When I played the horn, though, I  died after that.

Thank  you for your kind and encouraging words regarding 9 Dayz. I am developing it with vanilla HTML, CSS and JavaScript indeed - no framework, instead  my own library of useful functions and tricks I figured out along the way. You call it crazy, I call it interesting :-) It is so much fun to figure out what is possible with the web tech stack - amazing things got added in the past years. You know, I started web dev when all of this was in it's infant stage (the late 90s). Seeing what unbelievable progress all of this tec made since then makes me really happy and curious.

Btw, I gave Unity a serious try, but I was so disappointed about several things (first of all the Unity UI system, which is a dwarf in possibilities compared to CSS, also the huge build size for games that aren't really that complex at all). And the endless click cascades - it just doesn't fell like programming to me. But that's only my personal way to see it, I am a dinosaur here, with a particular old school understanding of what programming should be about.

Was happy to find another survival game and wanted to give it a try. But as so often, game doesn't install when using the itch app. Please select the operating system the game is build for.  Or even much, much better: provide a web build. Players hesitate to install games for several reasons - rule #1: if you want to get players & feedback: always provide a web build.

For the install issue see: https://itch.io/t/2028448/unable-to-install-a-game-through-itchio-app

Your game reminds me of Atomic Fishing. Think it is a nice start. Would be nice to have more control over the baiting process as well as making the catch mechanic more challening and interesting. But for your first game, this is already pretty impressive as it is!

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Nice game. I like the sound track and how smooth everything feels.

The game might have a bug (or maybe I don't fully understand the mechanic). Some turrets don't fire, even though enemies are in range. And one quality of life suggest: Keep the order of green and blue numbers always the same. Mixing their positions makes it hard for guys like me to figure out what is what.

Thanks a lot! We just added 3 more characters to the game.

Thank you so much for your encouraging comment ❤️

We just added 3 more characters to the game.

Hi! Big fan of Cult of the Lamb here. The references are quite visible - good job! I also applaud your attempt to re-create the 3d-ish look based on 2d assets. It is soooo hard, tried it once myself, and boy was this an adventure (https://flavedogame.itch.io/chloe). Since then I never tried again :-D

I successfully produced snacks and met, but I couldn't figure out where to carry them.

What a strange game ... I Like it a lot! I managed to survive quite a few days - but then all the "food" was eaten, nobody came around any more - and then it was on me to be served... :-D

Classis tower defence mechanic well implemented. Also congrats to the Artist for successfully finishing their first jam.

The laser turrets are pretty OP when positioned in the right spots. They just wipe everything :-D

Congrats for the great result! 

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That's fun to play! Cooking tasty food to make your customers fight off the pesky sea gulls - hillarious!

Awww... this is a cute idea! When I was reading the description, I was thinking of Dordogne, but you found a very different, charming approach for this 'taking a picture'   idea.

Beautiful art and great controls. I wish the russian I learned in school would be enough to follow the story ;-)

Example project link doesn't work.

Beautiful game!

Some great references here - might pick up one of those for my Robo-8 steampunk console. https://humane-tiger.itch.io/robo-8

Enjoyed this nice little story and your beautiful art. The music + sound fx are great as well. Super high qualtity all around.

Ohhh! This is  great assembly of flowers! Thanks a lot for your patience to grow all of them and for sharing  your picture.

This was such a lovely story

Lovely

Thanks :-) The brushes were supposed to have a purpose. We were planning to add a mini game where players would have had to try to match the blossom color customers are requesting. But now, reading  and thinking about your comment, it might make actually more sense to do this for the pots color. I mean, "recoloring" a blossom felt a little strange anyways. Thanks for the inspiration!

This is the closest I got. I think there is a strategy to solve it, but I can't figure it out.

Despite the tough challenge, the graphics are just beautiful and the music really supports the cozy spring vibes of the game.