Info about Three Days:

Official game description:
  
**Timed gameplay-**
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Not often attempted, with modern survival games, is the sense of seriousness to escape in a period of time. Three Days gives a new perspective on urgency by adding a 72 hour - three days - time limit allowing the player to get involved in gameplay with an incentive to escape. We have fine-tuned ThreeDays to suit most players without it being impossible,and for the more casual players we have created an endless mode which has no time limit allowing a less intense experience.
**Unique creation system-**
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Three Days has its own unique crafting system: simply take a movable resource and drag it onto another resource to see what you can create. No inventory, no fuss.
**Procedurally generated islands-**
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The game includes islands that are randomly generated every time you play allowing diverse gameplay every time it’s played. Not only this, but each island has its own original name and generation and all resources that are generated on the island will be placed elsewhere.
**Stats-system-**
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Three Days contains a dynamic ever changing stats system, where the player is in constant need of attention to survive which is achievable by looking after the players hunger hydration and temperature. The system is ever changing is and the player is always in a new procedurally generated island, meaning different amounts of resources and different weather effects to survive with.
**Auto-mine-**
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The automine mechanic was influenced by playing other games with different mechanics requiring the player to hit or hold a button to break and collect resources. Personally, I disliked this system and wondered how I could do it differently and came up with the automine feature. The player is simply brought over to the resource desired to break and it will automatically start to break.
**Upgrade/levelling system-**
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ThreeDays also allows you to collect experience from breaking primary resources such as trees and boulders, this allows level ups and PPs (Perk Points) which can be spent on 15 different upgrades for the character, such as killing and catching fish without a rod to slowing the timer down. The level system will also directly affect the player’s fate at the end of the game via 4 cutscenes.  
Personally, I enjoy a game with a bit of context and I really wanted to bring this to ThreeDays. Its unique storyline was managed by allowing the player to play and learn, for instance throughout your time in game you will discover random notes around the shoreline, washed in by the tide, which explain the backstory and what really happened.  
This is a fan made SCP game which has not been endorsed or made by anyone from the website. I have spoken with the foundation and have done everything legally under the Creative Commons Attribution-ShareAlike 3.0 License this means that I am allowed to release this game and will credit the SCP foundation website for its inspiration to my unique fan made story.

Release date: May 19, 2017

Categories: Survival, Crafting, Procedural Generation, Time-based Mechanics, Resource Management, Character Progression, Multiple Endings, Endless Mode


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The evidence provides total playtime figures (over 20 hours, 3 hours, 1.5 hours, a couple of hours) but none of these directly indicate time to complete the game, finish the story, typical session length, or endgame content. The game is described as short and having multiple endings, but no specific completion or session durations are given. Therefore, all playtime metrics are set to null due to insufficient evidence.
- Time-to-fun:
  - Summary: The game begins with high friction due to a lacking tutorial and time pressure, but the leveling and perk system gradually makes runs smoother, so enjoyment clicks after some progression. Repetition may later reduce fun, but the primary trajectory is a late click.
  - Stance: Clicks after
  - Anchor: Gaining incremental leveling and perk bonuses
  - Time to anchor: N/A
  - Friction: Lack of tutorial; Time pressure to survive; No pause option; Tedious gameplay; Repetitive hint bubbles; Tutorial lacks step-by-step crafting
  - Unlock drivers: Leveling and perk system; Incremental bonuses from gathering materials; Incremental bonuses from surviving longer
  - Conditions: Gathering materials; Surviving longer; Completing the brief tutorial; Playing standard mode
- Player Archetypes:
  - Hardcore Survivalist (buy)
    - Motivation: To overcome challenging survival scenarios and master the game's mechanics.
    - Playstyle: Engages deeply with crafting, day/night cycles, and combat, often dying repeatedly but persisting.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Don't Starve
  - Bite-sized Rogue-like Enthusiast (sale)
    - Motivation: To experience quick, challenging runs with high replayability.
    - Playstyle: Plays multiple short sessions, focusing on surviving the three-day cycle and learning from each run.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Value and Quality Critic (deep sale)
    - Motivation: To get a fair value for their money and a polished experience.
    - Playstyle: Plays but is often disappointed, focusing on flaws rather than engaging deeply.
    - Experience: familiar
    - Purchase stance: deep sale
    - Labels: N/A
    - Reference games: N/A
  - Card Farmer (buy)
    - Motivation: To earn and sell Steam trading cards for profit or collection.
    - Playstyle: Buys the game, runs it to drop cards, and then sells them, often without engaging with the content.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Crafting system is engaging (weight 0.62): Multiple reviewers praise the crafting system as complex, innovative, and engaging, with a tactile drag-and-combine interface and an extensive craft chart. The auto-craft and reversible craft functions add convenience and reduce frustration.
- Hardcore and challenging gameplay (weight 0.54): The game is consistently described as hardcore, unrelenting, and challenging, even on Easy mode. This difficulty is seen as a positive, providing a concentrated, repeatable test of survival instincts.
- Great graphics and sound (weight 0.52): The graphics and sound design are outstanding, with amazing pixel graphics, charming environments, and original music. The soundscape reinforces solitude and creates a calm but tense atmosphere.
- Fun and entertaining experience (weight 0.43): Reviewers find the game very entertaining, crazy fun, and enjoyable for casual play. The fast-paced survival and diverse gameplay contribute to a fun experience that can hook players for a long time.
- Impressive overall concept (weight 0.32): The game's concept is impressive, with a good idea and an honest new take on an old idea. It offers a decent new spin on time-based survival and a clear goal to escape the island.
- Developer support excellent (weight 0.28): The developer is responsive, friendly, and provides excellent support, communication, and feedback. They watch let's plays and reviews to improve the game, showing dedication.
- Game has potential (weight 0.27): Reviewers see the game as having potential and being interesting, with a solid early access state. It seems like a project made with care by the developers.
- Multiple endings available (weight 0.22): The game can be completed with four different endings, which were unlocked in about three hours. This variety adds replay value and narrative depth.
- Story elements in early access (weight 0.21): The game has story elements, which is good for an early access game. The story concept is simple and easy to understand, with a fair amount of lore and backstory.
- Minimalist presentation immersive (weight 0.16): The minimalist presentation builds immersion through restraint, with a pixel environment that is charming and well detailed. The atmosphere is immersive and reinforces the player's solitude.
- Many items and exploration (weight 0.16): Many items can be created, and there are many new things to craft and places to explore. This variety keeps the gameplay fresh and engaging.
- Accessible one-handed play (weight 0.15): The game can be played with one hand, making it accessible for various situations. The controls are blessedly simple in the tutorial.
- Relaxing music experience (weight 0.15): The game's music helped a reviewer relax, and the calm music contributes to a soothing experience. This is a notable positive aspect for some players.
- Retro style and quick action (weight 0.15): The game has a retro style and quick action gameplay, appealing to fans of classic games. The fast-paced survival works really well.
- Trading cards and low price (weight 0.14): The game has trading cards and a low price, adding value for players. These features are appreciated as bonuses.
- Time limit adds pacing (weight 0.09): The time limit creates a sense of pacing and direction, guiding the player's actions. This mechanic is appreciated for adding structure to the survival gameplay.
- Enjoyable puzzles and difficulty (weight 0.09): The puzzles and difficulty levels are enjoyable, providing a satisfying challenge. This adds to the overall fun and engagement.
- Crafting recipes discovered (weight 0.09): Crafting recipes must be discovered, adding an element of exploration and experimentation. This discovery process is part of the game's appeal.
- Resources respawn quickly (weight 0.08): Resources respawn reasonably quickly, reducing downtime and keeping the gameplay pace steady. This is a practical quality-of-life feature.
- Fun with bugs (weight 0.08): Some of the bugs are kinda fun to mess with, adding an unexpected layer of entertainment. This lighthearted take on glitches is a minor positive.

Common complaints:
- Game is buggy and unpolished (weight 0.85): Many players report numerous bugs and technical issues, including stuttering, save errors, and broken achievements. The game is described as unfinished and flawed even after release, with spelling errors and other polish issues.
- Crafting system is confusing and buggy (weight 0.78): Multiple clusters highlight that the crafting system is innovative but poorly implemented, leading to accidental combinations and frustration. The system is described as the biggest downfall, with items combining unintentionally and recipes not working as expected.
- Game is too difficult and punishing (weight 0.72): The game is criticized for being frustratingly difficult, with players dying repeatedly and facing harsh penalties. The difficulty is seen as annoying rather than challenging, with limited time to prepare and unforgiving mechanics.
- Lack of tutorial and direction (weight 0.54): Players frequently mention that the game throws them in without explanation, making it incomprehensible and confusing. There is no clear objective or guidance on what to do, especially at the start, leading to frustration and a steep learning curve.
- Controls are clunky and unresponsive (weight 0.42): Several reviews point out that the controls are not fine, being clunky and difficult to manage. Movement is not instant, and some functions, like attacking with a spear, are problematic, making gameplay feel awkward.
- Graphics and visuals are outdated (weight 0.4): The visual quality is heavily criticized as being extremely low, resembling 1980s or 1990s games. The retro pixel art is seen as a negative, especially given the small amount of on-screen content, and there are no graphics options.
- Story and character development are weak (weight 0.32): The narrative backdrop is superficial, and the story's mysteries never fully coalesce. Character development and emotional handling are incomplete, with unbalanced plot pacing and abrupt twists.
- Lack of essential features (weight 0.31): The game is missing several key features such as saving, pausing, inventory, and storage, which are basic expectations in survival games. This makes the experience tedious and frustrating, as players cannot organize items or pause the game.
- Night system is too dark and unfair (weight 0.3): The night system is criticized for being too dark, making it hard to see the interface and points clearly. Night creatures respawn often and attack, and the player can die randomly from thunder, adding to the frustration.
- Game is repetitive and lacks depth (weight 0.3): The experience becomes repetitive over time due to limited variety in resources and biomes. The mechanics lack the depth found in more complex survival games, and the gameplay feels slow and boring.
- Fire and temperature mechanics are confusing (weight 0.24): Fire mechanics are confusing, with players setting themselves on fire even when standing away. Temperature management is frustrating, and making fire before nightfall is difficult, leading to deaths.
- UI and HUD are obstructive (weight 0.24): The HUD is large and obscures the view, and hint bubbles can be repetitive and block areas of the screen. The interface is strange, and text can overlap, making it hard to read.
- Combat is limited and problematic (weight 0.19): Combat is restricted to crafting a spear or spikes and holding LMB to aim, which is not engaging. Spears can be lost on the ground, and attacking with a spear is not possible, making combat frustrating.
- Game lacks multiplayer and mod support (weight 0.13): The game does not support multiplayer or mods/Workshop, which limits its replayability and community engagement. This is a significant drawback for players expecting these features.
- Price is not justified by quality (weight 0.13): Several reviewers feel the game is not worth its price given the low quality and lack of content. The price is considered too high for what is offered, especially with the game being unfinished.
- Game is not fun and not recommended (weight 0.13): Some players explicitly state that the game is not fun and do not recommend it. The overall experience is marred by frustration, bugs, and lack of polish, leading to a negative impression.
- Technical implementation is lazy (weight 0.12): The technical implementation is described as lazy and low quality, with the use of GameMaker Studio seen as a poor toolset. This contributes to the game's overall unpolished feel.
- Localization and accessibility issues (weight 0.12): The game lacks Brazilian Portuguese localization, and there are no options to change resolution or customize graphics settings. This limits accessibility for non-English speakers and players with specific hardware.
- Game is too short and lacks content (weight 0.12): The game is not very long, and there is a lack of proper crafting and enemies. This results in a shallow experience that does not hold up over time.
- Procedural generation causes uneven difficulty (weight 0.07): Procedural generation can lead to uneven difficulty, making some playthroughs more challenging than others. This inconsistency can be frustrating for players seeking a balanced experience.

Gameplay feedback:
- Scavenging, crafting, and needs management (weight 0.43): Gameplay involves scavenging for materials, crafting items, and maintaining basic needs like hunger and thirst. These survival elements are central to the experience.
- Escape island within 72 hours (weight 0.39): The primary objective is to build a boat and escape a deserted island within a 72-hour time limit. This core goal drives the gameplay and story.
- Day/night cycle affects gameplay (weight 0.32): The game features a day and night cycle similar to Don't Starve, with night bringing additional threats. Players must adapt their strategies accordingly.
- 2D pixel survival crafting game (weight 0.27): The game is a 2D retro pixel top-down survival/crafting game, reminiscent of Minecraft but in a 2D format. Its visual style is a key characteristic.
- Survival adventure with countdown (weight 0.23): The game is a survival adventure featuring a 72-hour countdown, emphasizing time-based survival mechanics. Players must manage resources and actions within this constraint.
- Hardcore difficulty mode available (weight 0.22): The game offers a hardcore difficulty mode that is unrelenting and challenging. This mode appeals to players seeking a tougher survival experience.
- Resource management tied to stats (weight 0.16): Resource management is directly tied to hunger, thirst, and stamina levels. Players must monitor these stats to survive.
- Crafting boat from materials (weight 0.16): Players combine materials like wood and rock to build a boat, which is essential for escaping. The crafting process is integral to the main objective.
- Procedurally generated islands (weight 0.16): Each playthrough features a procedurally generated island, increasing replayability. The random generation ensures a unique experience every time.
- Endless mode without time limit (weight 0.16): In addition to the standard three-day mode, there is an endless mode that removes the time constraint. This allows for more relaxed exploration and building.
- Indie survival game (weight 0.15): The game is an indie survival title, often described as small and short. It offers a focused survival experience within a compact package.

Performance notes:
- No graphics settings options (weight 0.1): Players cannot adjust resolution or customize graphics settings, limiting flexibility and performance tuning. This is a common complaint for PC gamers.
- Stuttering and save errors (weight 0.09): The game experiences occasional stuttering and errors when loading saves, disrupting gameplay. These issues may frustrate players and affect overall experience.
- Low FPS on slow PCs (weight 0.09): Performance drops significantly at night on slower hardware, leading to low frame rates. This suggests optimization issues in certain conditions.

Recommendations:
- Recommended for indie survival fans (weight 0.27): The game is recommended for fans of indie survival games who appreciate concise, replayable experiences. It also appeals to those who enjoy a mix of story and survival, as well as survival, horror, or retro game lovers.
- Recommended for difficulty seekers (weight 0.21): The game is recommended for players who want to be punished by difficulty, indicating it offers a challenging experience. It is also recommended for fans of hardcore survival games.
- Not recommended by reviewers (weight 0.16): Some reviewers would not recommend the game, stating it is impossible to recommend. This suggests significant dissatisfaction or flaws that prevent a positive recommendation.
- Recommended for what it is (weight 0.15): Reviewers give a recommendation for what the game is, stating it is worth its money. This suggests the game delivers on its intended experience and provides good value.
- Advise waiting for sale (weight 0.15): Reviewers advise waiting to get the game on sale or buying it while there is a discount. This implies the game may not be worth full price, but is a better value when discounted.
- Recommended for aspiring developers (weight 0.13): The game is recommended for aspiring game developers to learn from the developer, and for those who want to learn to be a good developer. This highlights the game's educational value in game design.
- Advise careful purchase consideration (weight 0.08): One reviewer advises players to consider purchasing carefully, suggesting potential issues or caveats that buyers should be aware of before committing.
- Check craft sheet first (weight 0.08): A reviewer recommends looking at the craft sheet in the main menu before starting. This helps players understand crafting options early, improving their initial experience.
- Learn campfire and spear (weight 0.08): A reviewer recommends learning to craft a campfire and spear to survive the first night. This is practical advice for new players to overcome early survival challenges.
- Start on Easy mode (weight 0.08): A reviewer recommends starting with Easy mode to save frustration. This suggests the game's difficulty can be overwhelming, and Easy mode provides a more accessible entry point.
- Not recommended for most (weight 0.08): One reviewer does not recommend the game for most people due to little reward for overcoming the difficulty. This suggests the challenge may not be satisfying for many players.
- Not recommended unless enjoy punishment (weight 0.08): A reviewer does not recommend the game unless the player enjoys being punished by poor mechanics. This indicates that some mechanics may be frustrating or unfair.
- Recommended for low price (weight 0.08): The game is recommended based on a low price and a decent new spin on a time-based survival game. This suggests it offers good value for its cost and a unique twist on the genre.
- Not for Early Access or pixel art haters (weight 0.08): The game is not for those who cannot stomach Early Access or do not like pixel art. This warns potential buyers about the game's current state and visual style.

Other player notes:
- Early access state criticized (weight 0.38): Multiple reviewers note the game is in early access or feels unfinished even after release, with one stating it's around 85% complete. This suggests the game may lack polish and content.
- Comparisons to Don't Starve (weight 0.21): Several reviewers compare the game to Don't Starve, which attracted them to the game. This indicates the game shares survival and crafting elements with that popular title.
- Outclassed by other survival games (weight 0.16): Reviewers state there are many better survival games in the genre, comparing it to other survival simulators. This indicates the game may not stand out among its competitors.
- Card farming for profit (weight 0.15): Reviewers mention the game is suitable for card farming to make a profit, especially when bought on sale. This suggests the game has trading cards that can be sold for real money.
- Solo developer project (weight 0.15): The game was made by one person, which is a notable achievement. This may influence expectations regarding scope and polish.
- Accessible pricing for small team (weight 0.08): The game is priced accessibly and developed by a small team, making it an attractive purchase for budget-conscious players.
- Performance falls short of concept (weight 0.08): The game's current performance falls short of its promising concept, indicating technical issues.
- Bugs and exploits need rework (weight 0.08): The game has many bugs and exploits that need to be reworked, affecting the overall experience.
- Developer responsive and friendly (weight 0.08): The developer is responsive and friendly, which is a positive aspect for community engagement.
- Developer collaboration and publishing (weight 0.08): The game is developed by Lewis Bergin in collaboration with GorePixelGames and published by Lewis Bergin. This provides context on the game's production team.
- Visual depth compared to higher budgets (weight 0.08): The game is compared to higher-budget survival titles in terms of visual depth, suggesting it may lack graphical richness.
- Day/night cycle similar to DST (weight 0.08): The game's day/night cycle is compared to Don't Starve Together, indicating a familiar survival mechanic.
- Chinese language support available (weight 0.08): The game includes Chinese language support, which broadens its accessibility to a wider audience.
- Cloud save support included (weight 0.08): The game has cloud save support, allowing players to sync their progress across devices.
- Achievements present in game (weight 0.08): The game has achievements, providing additional goals for players to pursue.
- Multiple purchase platforms available (weight 0.08): The game can be purchased from various platforms including TaoBao, Indie Gala, Fanatical, Humble, and others, offering flexibility to buyers.
- Trading cards droppable and sellable (weight 0.08): The game has collection cards that can be dropped and sold, which may appeal to traders and collectors.
- Compared to major survival titles (weight 0.08): The game is compared to games like Rust, Ark: Survival Evolved, Subnautica, and Valheim, setting high expectations.
- Built with GameMaker Studio (weight 0.08): The game uses the GameMaker Studio toolset, which may influence its performance and capabilities.
- Purchased for badges (weight 0.07): One reviewer bought the game specifically for its badges, indicating a motivation beyond gameplay.

Emotions:
- Frustration (weight 0.26): Players are frustrated by nonsensical item combinations, a lack of clear objectives, and a crafting system that accidentally combines items. The game's difficulty is punishing, with frequent deaths and a hard mode that feels impossible due to starting conditions like starvation and dehydration.
- Disappointment (weight 0.12): Disappointment stems from broken achievements, a lack of promised features like multiplayer and mods, and a failure to utilize an attractive time loop concept. The game is also criticized for being generic, lacking language support, and having a boat escape bug that breaks progression.
- Enjoyment (weight 0.11): Players enjoy the retro style, quick action gameplay, and the fair amount of lore and backstory. The game becomes more enjoyable once understood, and the graphics and music are considered pleasant.
- Annoyance (weight 0.04): Annoyance is caused by repetitive hint bubbles that block the screen and random deaths by thunder during rain. The game's confusing mechanics and clunky controls are more annoying than difficult.
- Relief (weight 0.04): Relief comes from the relaxing music that helps players feel okay, and from purchasing the game at a low price to mitigate potential regret. The crafting method also prevents frustration for some players.
- Excitement (weight 0.04): Excitement is driven by the thrilling story and the game's premise and challenges. Players were also excited before even trying the game.
- Immersion (weight 0.03): Immersion is achieved through the minimalist presentation and soundscape, which build a desolate, eerie atmosphere. The game's atmosphere effectively draws players in.
- Engagement (weight 0.03): The time constraint forces players to engage critically with every mechanic, and the game hooks players for a long time once they figure it out. This creates deep engagement with the gameplay systems.
- Hope (weight 0.03): Hope is inspired by the game helping players find new joy and hope for life. Players also see a lot of potential in the game and believe it will continue to be developed.
- Interest (weight 0.03): Interest is sparked by the game being interesting with potential, and players are keen to see what it becomes as it updates. The evolving nature of the game keeps players curious.
- Stress (weight 0.03): Stress is caused by the short playtime, which is very stressful, and the game being vicious, panic-inducing madness. The game requires many attempts, adding to the pressure.
- Admiration (weight 0.03): Admiration is directed at the developer's unbelievable support, communication, and feedback, which is seen as an ideal representation of a good dev. The game is also admired for being built by one talented person with dedication.
- Tension (weight 0.01): Tension is created by the 72-hour countdown, which makes every moment feel valuable. This constant time pressure keeps players on edge.
- Tedium (weight 0.01): Tedium arises from the lack of an inventory, requiring players to drag items from another side of the map. This makes simple tasks feel laborious and time-consuming.
- Paranoia (weight 0.01): Paranoia is fueled by constant fear of flesh-eating chickens and the need to manage daily survival needs. This creates a persistent sense of threat and unease.
- Disgust (weight 0.01): Disgust is triggered by the game looking like it came out in the 80s and being riddled with spelling errors. These issues detract from the overall experience.
- Anger (weight 0.01): Anger is directed at the price being too high for a game considered bad. Players feel the cost does not match the quality.
- Boredom (weight 0.01): Boredom is caused by the game feeling slow and boring. The pacing fails to hold the player's attention.
- Awe (weight 0.01): Awe is inspired by the developer's support, communication, and feedback, which is described as unbelievable. This level of dedication is impressive to players.
- Amazement (weight 0.01): Amazement is directed at the pixel graphics, which are considered amazing. The visual style is a standout feature for players.}