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This looks cool! I definitely like a laid-back puzzle game every now and then, so it'll be interesting to see what it's like when it's done. I'm also a fan of tank controls :)

Obviously the game's a work in progress so this may already be on your list, but a more finely tuned camera would definitely give it a more polished feel. Even just adding some "laziness" to it and not having it react to the jumping would help. But since it looks like you are using tank movement, you have the advantage of easily being able to put in movie-style camera cuts to more cinematic views.

Hi! yes I've updated the camera to a better one :)

Sorry I'm a bit lazy in updating the devlog, but I've made a summarized update of many changes on IndieDB: http://www.indiedb.com/games/a-game-of-changes/new...

I haven't yet made a gif with the new camera, but there's cool stuff in there :)

Cool! Looking better already. I don't think there's anything wrong with bouncing back and forth between core gameplay coding and polish. As long as you are OK with your game idea, you know it's fun, and are committed to completing the game at this point, all that stuff has to be done anyway, so it's whatever order feels most natural. For my Ludum Dare game Vertico the very first thing I did was make all the music and ambiance before any coding, to set the mood.

If I were doing the camera, I'd try setting up specific cameras for each level and place them what I feel is the most cinematic view that also lets the player see what they need to. I would tie this camera to specific hexes so when they move to a different area, the camera switches. If you'd like, you can still allow the player to manually break from this control, or have not-as-important areas where camera control happens algorithmically. This was used to great effect in Twinsen's Odyssey:







Since you have tank movement this sudden cut wouldn't disrupt player controls at all, but if you prefer you could just have your camera lerp from one position to the next. This technique is definitely underutilized in third-person games --- either it just doesn't occur to people or they don't want to do the work.

Also the hard-shaded water is a neat effect, but you could probably improve its motion by applying a perlin noise function to the y positions of its vertices.