Game is still in development. Here you can  read the Latest Devlog about Character Selection.  I am happy about any kind of ideas, thoughts, feedback or criticism.




Controls

You move your character with W, A, S, D. Either keep the key pressed (for longer walks) or take one step at a time (in unknown, dangerous places). On some crossings, character might not walk like expected, take a sidestep and try again.

NEW!  Use the scroll wheel to zoom in and out of the map.

You can enable touch support via a start screen toggle option. This will bring up touchscreen-friendly movement controls in the bottom right corner of the games UI.


Playthrough (Early game)

Footage is showing the journey to the first town.


Latest Development Build

It is  often some features ahead but might  have bugs.
http://humane-tiger.com/9dayz/


Credits

This game is inspired by Card Survival: Tropical Island and the mobile game Day R Survival.

I always wished there would be a game combining the good parts of both of them. With 9 Dayz I am exploring my concepts and ideas for such a game.

The ambient background music as well as most of the sound effects I found at https://freesound.org.

All the Card artwork is hand drawn with ♥ and passion by me, Humane Tiger.

UI design, logo, backgrounds and all the other artwork is also done by me - in some few cases I incorporated free to use paper texture assets.


Development log

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Comments

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(1 edit) (+1)

This is great! I read in the other comments that items used to all be reusable in combat, and I can see how it's better to have them consumable. I wonder if it would work good to have some items have more than one use, but not infinite? A tomato as a weapon goes splat, or a thrown rock makes sense to be gone after, but maybe my knife can stab more than once?

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Hi BurgerDaddy, thanks for sharing your thoughts. I also think that items being consumed in battles is the right choice, it is adding a nice layer of decisions in battles (otherwise the battles would feel really dull).

There is the concept of durability in game. Each crafted weapon (the axe and the club) has a 3-times use, which is intended to be a return of investment. The knife can "just" be found (and I had some runs where I could have opened a knife shop after some days :-D). The cool thing with knife is: it can be used unlimited times for crafting and cutting. Let me share my secret of how I am using it: I always make sure to have one knife in my pockets. When I find branches, I sharpen all of them with it (keeping only one for the next axe). Sharp sticks have 3 attack points - pretty good! And when cutting animals, the bones also have 2 attack points. So with this one knife I can create a lot of attack power.

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Yeah I hadn't managed to craft an Axe or Club before this post, nice!

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very cool game! the art is astonishing as usual and the game mechanic works as a charm! it is too easy now but consider the time limit it is understandable, with a little big of level design I think this can be a released game!

I really like the undead text on enemy when they are die lol, I don't know just makes me laugh XD

(+1)

For a prototype this is really good!
Visually the game is beautiful and the audio adds nicely to the immersion.
The only thing that confuses me a bit is the ingame time. The clock keeps ticking even if I don't perform an action, but every action takes a certain amount of time to execute. And it seems I can perform multiple actions at the same time and they are executed in parallel (?) which defeats the point of the time system.
But overall I like the game! The crafting menu is nicely illustrated and easy to understand. The combat is interesting, with every item being a card for attacking / defending. Although I feel like I should have been punished for picking up everything I possibly could (I have almost 100 items after 3 ingame days and battles are easy. I have never fought more than 2 zombies at once though.)

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Want to give it another try? I changed a lot of things - survival should be much harder now (still intending to make this really hard to master ;-)). At some points there are still alot of items piling up, but in my test runs there were always moments when most of them needed to be used to overcome critical situations. To catch up with the changes you can have a look here https://humane-tiger.itch.io/9-dayz/devlog/561270/devlog-post-jam-jam-7

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I just did two runs and I can definitely feel the improvements, well done!

In my first run I learned the hard way that items are consumed when used in battle, so I ran out of items and got beaten to death by a weak zombie, took him at least a minute xD But I like this, it definitely makes for interesting decisions! I actually don't remember if items were used up in the older version, but I think they were not?

In my second run I got much further, although I didn't make it either. I'm not gonna blame my death on a bug, but I noticed this: If you drink a bottle of water and eat a snack bar quickly after that, then the thirst-refill of the water is cancelled and you will only get your hunger refilled. Might work with any two consumables if you click fast enough, but I didn't test that.

Indeed my inventory didn't get cluttered this time and although I lost twice I do feel like the game is beatable, so good job on the balancing!
The UI feels super smooth, love how everything from cards to gather time info fades in so seemlessly! Will beat this game one day ;)

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Thanks for giving it another try and for your feedback :-) Will have a look into the bug, it's noted. The care package might have been a good compensation for that, I mention it in section Reward yourself.

When you played last time, items were not consumed. I also think it changed for good. I often end a turn intentionally, because I prefer to take the damage instead of throwing some precious items.

Also big thanks for noticing and mentioning the UI. I worked really hard on meeting my own expectations for that, which I think are pretty exaggerated.