Thx Hoddie :-) I added a "quickfix". When you press C each card back is colored randomly now. It should support the visual memory, even if the pieces still look quite similar.
Humane Tiger
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Hi, Humane Tiger here. I am interested in the theme of this Jam, and can help your team with contributing art assets or UI design.
I am particularely interested in the following topics. If your game idea is aiming in such a direction, this would be ideal. If not, no problem.
- The effects of capitalism on our (co-)work environment and interpersonality
- Excel- and number-driven executives
- The braindrain caused by bullshit jobs
- The life of an independend / self-employed creative
Your team skills should be on advanced level. Please check my itch page for more about me and my work: https://humane-tiger.itch.io/
Nice game. Is there an end or winning condition? Reminds me of one of my jam entries I published some years ago. To those who like this game, you might want to check that one as well. https://humane-tiger.itch.io/astros
Hi, started to play your game, but ran into two issues. 1: I don't understand exactly what "Exists" means in the puzzle game. Can you provide some examples of how to solve them (explaing how to derive conclusions from the hints)? Preferrably on the game page, others might stumble over this one as well. And 2: When I was entering the control room (think it wasn't the bridge, but a room with windows and piot seats, and tried to leave it again, a puzzle came up (even though the door was open and I entered the room through that door).
Hi there. First of all: I love the game idea. This is a really smart and fun one. First I thought "Hey, that's easy! Just pick the most expensive ones and I am rolling in cash!" - just to figure out in the next minute, that there is a price to pay :-D I completed my 1st heist successfully. However, after that. with my pockets full of £££, I was left with all rooms empty and nothing else to do. Do I have to restart the game to explore another story/place, or am I missing something?
Hi, thanks for your feedback - as so often, we stopped development when the jam was coming to it's end. So, many loose ends never got finished.
I am particularely interested in the UI of the story. You mean the book/paper sheet, which is presenting the evolving story, right? The dialog is hard to differentiate indeed, as all boxes look exactly the same. Will keep that in mind for my next games with such a style. The monolog/story part is presented without any boxes - this should be distinguishable from the dialog parts, no? The consequences of your actions can be roughly divided into two parts: "paying" with positive tokens will increase/not harm your standing (the pink-ish indicator below your profile) where paying with negative tokens (the red ones) will decrease your standing (you are acting negatively to get what you want, so to speak).
But this concept had a bigger picture in mind, where you start a romance with Edmund in the second part of the story - which was never finished.
Hey Raven, thanks for your feedback. Game is intended to be played in browser only. We created it from scratch in 14 days. Its gameplay and mechanics got inspired by titles like Sorcery! 2 and Pick & Poke.
Story and progress are not just choice based, the games mechanic is an experiment to explore new ideas, and how to make the nature/conseqences of your choices matter. The tokens and their usage try to reflect that.
I can reproduce the "selecting an area" problem and left a hint on the games page. The spots triggering the highlighting are rather small (and the highlight feedback comes with a short delay), but with some patience one can find them. I highlighted the area for the first location with a green circle.
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!
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.