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Look at this CLEAN breakout:


This game feels like you're playing as a SWAT tank team the way you're slicing pies, like doorkickers but tanks.
It's a bit weird because peeking around corners in a way that doesn't expose you too much takes a lot of finesse with the commands but once combat starts if you're in a good position you just need to sit there and watch as the enemy vehicles funnel themselves in a killzone one after the other. If you turn the corner and there's too many enemies you pop smoke, fall back and wait, if you think you're lose you fire rockets. It plays well so far but I'm wondering how much variety there will be if all engagements can be resolved by baiting an enemy push into a firing squad of tanks.

For the loadout system I moved the big tank's optics to the second "Turret F" slot and used the freed slots to equip more rockets which I used liberally. 
idk if you can see it here but modules are being placed over eachother might have something to do with me swapping the k-50 for another k-75:

I can move modules and place them around but they leave a "fake" module in the background that I cannot click and I can place other modules on top of, those two "R8" modules are the same module and that "3R8" module is actually loaded on the k-75.

Infantry: their current implementation works fine as enemies but I couldn't get much use out of them. If they're caught by an enemy tank they are basically dead. My instincts was to use them as recon and have them spot enemies while hiding but buildings don't seem to give them a camouflage or cover bonus so if an enemy gets LoS they get vaporized.

Anyways, fun demo.

Doorkickers was a large inspiration for the movement system! I plan to improve enemy AI since currently they 're very easily baited and don't advance with much tactics. Rockets are a little overtuned at the moment too, and once enemies get to use them and countermeasures are added, it'll be less of a "everything here must die" button.

Thanks for catching that bug with the modules, yeah it appears to happen when I switch out tanks,  gotta fix that. 

I'm still fiddling with how infantry plays so your feedback is very helpful. buildings should be their element.