That's a fantastic game - even in it's prototype state! Such a petty there is no funding for further development.
Humane Tiger
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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.
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.
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.
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.
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).
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
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.
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.
Some great references here - might pick up one of those for my Robo-8 steampunk console. https://humane-tiger.itch.io/robo-8
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!