Love this game! It's like guacamole, but with tanks. The UI looks really clean and nice, well done!
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Armored Division's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation / Experimentation | #15 | 3.079 | 3.393 |
Audio | #20 | 2.852 | 3.143 |
Game Play / Game Feel | #22 | 2.917 | 3.214 |
Level Design | #25 | 2.690 | 2.964 |
Art Direction | #26 | 2.949 | 3.250 |
Overall | #28 | 2.616 | 2.883 |
Storytelling | #30 | 1.783 | 1.964 |
Presentation (on itch.io) | #34 | 2.042 | 2.250 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Year of education
Credits (names and roles of entire team)
Taninwat Kaewpankan - Producer and audio designer, Simon Zeidan Mellqvist - Programmer, Oliver Rågmo - Artist and product owner, Elian Morgana - 2D Art, Daniel Lagnebratt - QA and audio designer
Comments
This is a cool little game! I appreciate the artstyle, it makes the game feel like an illustrated book come to life. I think you did a good job with your tutorial, it clearly explains the movement by letting me experience it rather than just read about it - it did not, however, introduce me to the mechanic of enemies spawning in waves, so I initially just went around to hide in a strategic location thinking enemies didn't spawn in until the first wave had ticked down which both resulted in unnecessary downtime for me, and an extremely difficult time when all enemies swarmed me. It's easy to feel a little lost and far away from the action since the map is quite big, could something more be done here to make sure that the player is always engaged?
The steering mechanic of drawing your route is quite cool, it offers a very tactical approach to moving your tank and it forces you to think about your positioning. While I agree with what's already been said about it being nice to quickly re-draw your path and adjust your movement I also feel that this would possibly rob the spline-based movement of some of its charm. See if you can find a sweet-spot in the middle ground!
For me the game is crazy hard. I wish that I could stay alive longer than i'm able to with my current skill, and if this is something you hear from a lot of your players then maybe consider looking into your balancing for the first waves.
Great work!
Really cool concept. The tanks and map felt very in sync and the audio was quite nice!
I wished I could cancel my original path or overwrite it while I made a new one, but I had to try this over and over until I got a good enough score. I will be coming back to this game to get an even higher score soon!
Great job :)
The decision to draw routes rather than making this another twin stick shooter is a very good one. There's an excellent metagame of deciding between drawing long routes or short tactical swipes in response to opponents' movements.
I get the impression you originally hoped to make this a level-based game, but due to time/apocalypse constraints you deferred back to the tried-and-true arcade structure. The level of damage you take from opponents attacks likely would have worked better in the former format than the latter. If the attacks did a little less, or if the enemy's shells took a little longer to reach their targets in order for you to dodge/shoot them out of the sky, the matches might last longer and might further strengthen your blend of tactics and twitch-based gameplay.
Thank you for the feedback! It’s nice to hear that you liked the driving mechanic and we appreciate the feedback you gave us. We will look into tweaking the damage of enemy projectiles, alternatively increase the amount of health/repair kits (as suggested by “RichardBartle”). Once again, thank you for your feedback.
// The Armored Division Team
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