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JankTank's itch.io pageOut of Frame Explination
The game’s logic only updates once per frame, and the player controls the FPS. Every frame that passes updates collisions, triggers, and object states, but nothing happens between frames. By lowering the FPS, events can be skipped or missed entirely, effectively putting them ‘out of frame.’ This makes the concept of being ‘out of frame’ literal: the player must manage the update rate to keep the game’s world inside the frames that actually exist.
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I had a tough time understanding how to play this one, I was trying to figure out how to lower my frame rate, and it took me a while to find it was the scroll wheel, but even so I'm not sure what the rest of the numbers are on the screen except for ammo. Also it seems very difficult to get to every tank with enough frames left but maybe I'm missing something. I like the idea but I think I'd need a tutorial or some more instruction to dive into this game.
There is a readme.txt in the game folder.
Jank Tank is a game, where you can control the framerate of your game. It affects movement, collision checks and other things. It allows you to control glitching. You must regulate its consumption as to not run out of it while destroying enemies.
W / A / S / D - movement.
SPACE - shoot.
Mouse Wheel - regulate FPS.
T - force restart
You will find 3 types of pickups: HP, AMMO, ERA.
HP) Base HP = 3. Max = 100.
AMMO) Base AMMO = 10. Max = 100. Reloading of your cannon happens after each shot. It takes 48 frames to reload.
ERA (Explosive Reactive Armor)) Base ERA charges on each side = 2. Max = 100. ERA allows you to block 1 regular projectile without taking damage with your sides. It only blocks regular projectile damage. Damage from explosions and plasma projectiles can't be blocked. It takes 48 frames to reload your ERA after each use. Each side is reloading separately.
I could not really see my fps timer and I do not have a mouse(I use a laptop) but I still had fun :)
I'm sorry but the game works properly only in 1920x1080