It's okay I guess. Could have done at least autoshooting or allow to hold LMB, because I can feel this game will break many mouse buttons.
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Tank Survivor's itch.io pageComments
Depends on what you want to do with it. I don't think it will have any commercial success if that is what you mean. But if you have fun making it then that could be reason enough to continue. If you add some more variety to the combat I think it can be a fun game while on break or during commute or something.
Fun game, got me hooked to play until enemies were barely spawning.
- Zoom out is unnecesarily far in later levels
- Your own bombs are hard to see and feel their effectiveness
- Need to keep looking left to see my own HP - could be good to have that in the center of the screen or on mouse cursor
- Good enemy variety, although it was hard to judge when they do damage
- Cannons despawn too often when you get close to them
- Item magnet level 1 could be default from the start - it is annoying to hit pickups precisely to get them
- Nice permanent gibs on the map
>agree, idea was to introduce bigger enemies but havent implemented yet
I see, if the intention is to keep zooming out it somewhat breaks your beautiful pixel art into aliased soup, which is not ideal.
>hmm what do you mean?
It seemed like you have some sort of respawn system to move cannons closer, however at some times they were moved elsewhere just as I got close to them. Or was it some sort of pooling bug?
>is the game worth finishing?
Depends on how much time you're going to be spending on it. Gameplay was solid, there's clear Vampire Survivors influence here, so to capitalize on that you'd have to finish fast OR make something unique. I think all games are worth finishing if you can see the end result now.
The cannon thing sounds like a bug, they shouldn't move at all after they spawn. I will investigate!
I dont think i'll spend a lot of money but time it can take a while, i myself can see that there isnt that much of a unique hook. This biggest difference is the growing battlefield with, not yet implemented, larger enemies. I could finish this or move to another main project, thats what im trying to gather from these DD comments :)
Very nice spritework and effects.
Needs a greater variety in enemies and upgrades and the ability to fire by holding the mouse down.
Maybe some civilian cars to run over for cogs or something, the tank doesn't feel very tanky as is.
Other than that I thought it was fun.
This is a lot of fun! The core loop doesn't hold up for very long, maybe you could try objective-based levels? Tank controls (at least as an option) would sell the fantasy better. It looks and feels really solid; I hope you keep experimenting and find a good direction to take this.
Fine concept, hampered severely by the lack of autofire. Having to hammer M1 constantly gets old after a minute. Even older twin stick shooters like Smash TV let you hold down the button. The SFX are also a tad overly bit crunched for my liking. It ended up sounding a bit too harsh. Visually its not bad at all. The explosion effects and enemy corpses in particular looked great.
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