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A jam submission

Tanks n LegsView game page

A twin stick shooter where you control a running tank.
Submitted by Dyreo
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Tanks n Legs's itch.io page

Results

CriteriaRankScore*Raw Score
How creative, original or interesting is this prototype?#13.7534.333
How much potential do you see for making a fun game based on this prototype?#24.0414.667
Overall#23.4644.000
How technically impressive is this prototype?#42.5983.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Student Names
Sam Broos, Aleksandra Chapevova, Vincent Godding, Luuk Hoffmans, Joost Rol, Lucas Zebeda, Viktória Čižíková

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Comments

Host

You know, I was all-in on being critical of this for looking overly polished, but its exactly what I'd expect for a prototype jam, just a way higher calibre than I was expecting across the board!

Remco covered the main thing below, which is this is clearly the sort of dumb, ridiculous, off-the-wall idea that you probably couldn't justify spending project time on in a real professional setting, and the result is exactly why doing this stuff whenever you can between projects is important. There's something awesome in this, even if I don't know exactly what it is yet.

Let's be clear - this isn't much fun to play right now, and that's fine! Because it's incredibly fun to think about. What could we do with this idea? Where could we take it? What could it become?

Legs are about traversal, but they're hilarious in a design sense because technically they're totally inefficient. They fall, they break ... and that's juxtaposed with tank treads, which are literally designed for uneven terrain. I'd love to see this combat in an open field with loads of hills and bumps and streams and rocks ... the stuff tanks are designed to deal with and legs are not!

Tanks are also about weird steering! Tanks normally have independent track controls. But if you had independent leg controls, you'd end up with something like QWOP. QWOP with tanks?

I'm hopeful that we'll run these jams again after Block B and again after Block C, and I'd love to see a couple people pick this idea up and run with it in the next one, get some different ideas going.

(1 edit) (+1)

The game concept itself is downright hilarious and it seems the design really went all in on the goofy aspect of the game. Playtime's a bit short but thats completely understandable considering the time strain. 

Visuals:

I'm absolutely blown away by the amount of visual polish that has gone into this game. The map looks incredibly detailed considering the 1 week time limit, on top of the great animations both during gameplay aswell as at the end with the victory dance. Overall i would rate the visuals a solid 9/10:

Gameplay:

The movement seems to be intentionally messy to add on to the goofy feel of the game. This definitely does just that , especially when you bump into stuff and do the little flip. Aiming while simultaneously trying to somewhat control your own tank turned out to be quite the challenge, however i didnt feel any worry as the AI was quite "lenient" when it came to attacking me. 


the choice to add an AI enemy player into the game seemed a little questionable to me. I think it would have been fun to play against someone else for sure, however the Ai did not prove to be much of an adversary. Perhaps instead of an AI enemy player maybe a Ai boss with predetermined patterns wouldve been a bit more challenging to fight, instead of a seemingly randomized moving AI.


Conclusion:

Overall this is a wonderful project to have been made in the span of 1 week. A little rough around the edges but certainly very enjoyable. Awesome work : D

Actually we didn't add an AI. The game is local multiplayer, but you need a controller to play the second character. Sadly we couldn't get online to function so this was the best solution.

(+1)

Ahh that would definetely explain it. In that case i can understand the design choice alot better.