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(+5)

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.

(1 edit) (+1)

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