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Bonnicus

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A member registered May 17, 2016 · View creator page →

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I absolutely loved the mechanic and the levels I was able to do made pretty good use of it. Unfortunately it's also really buggy. Here's the list of bugs I ran into: the hitboxes are wider than the character, the character sometimes slides after a jump (independent of how he's moving), if you land before the falling animation completes he stays in the falling animation, and on one of the levels the key disappeared so I was unable to progress. Still one of the better "designed" games I've seen; just needs a little more love before it feels good to play.

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That's really interesting how much harder it feels to others, even after 40 minutes of practice. Definitely going to reevaluate the mechanic and add some sort of tutorial.

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Actually the bullets do slow down when you influence them with the magnet. There are also a couple visual effects, but we'll definitely look into making it feel more responsive.

Actually, wait, could I ask about how long you played the game?

There's definitely some fine tuning to do with regards to the main mechanic. Pretty much everyone who's played the game since we finished has found the magnet difficult to use, which is a shame since it's really fun once you get the hang of it. I'm not sure if a repel function would be a good idea, since that would essentially let you reflect bullets straight back at the enemies.

If you care to keep trying, I posted some pointers in the description. If I decide to polish it up after the voting is over, I'll probably add a tutorial/practice mode.

I sincerely apologize. Last night I was kind of sleep deprived and I included some things in my review that weren't necessary. I was taking things way too seriously and failed to notice that the game was made in less than 24 hours. I hope you had fun making Broken Tank Racing, and I hope you'll keep experimenting with more games in the future.

Dang. I guess that's what happens when the developers have been unintentionally mastering the mechanics for a day straight and don't have any time to let others test it, haha. Thanks for the honest feedback.

It's not particularly unique though. My elementary school made me play games like these every year to get us to learn typing. That said, the execution is pretty good. The only gripes I have are the annoying duck quacks (maybe its just my headphones) and the fact that typing some words would start letters in another only to fail and have the duck quack at me. Overall, good job.

The idea itself has potential and I think it was even one of the more common ones in last year's jam. However, unless this is one of your first games, in which case kudos to you for participating, the execution seems a little lackluster and lazy. The camera is super sensitive, the tank is just 3 basic shapes, and the game does not control very well. If you misplace a shot and go flying past a checkpoint, it's extremely tedious to get back to it and then continue onward.

The concept itself is kinda boring (at least to me), as taking away the steering from a racing game just leaves you with fewer options. The execution is also a little meh, and the music doesn't loop properly and is a little annoying.

Nicely polished. Kinda difficult to keep track of everything, but felt kinda fun once I understood what was going on. There was a weird bug where my score just kept increasing after I died, so I couldn't continue.

I was able beat it on my second try. Pretty cool little bullet hell.

Turns out it's possible to softlock the game. Heed the warning I wrote in the description.

I don't know if it's legal to have put the game on google drive. You could technically update the build at any time.

I like the lightheartedness and relaxingness of it. Definitely a nice change of pace to play something like this after jamming for 48 hours. As far as I could tell though, moving forward a little and continuing to attack is a winning strategy every time.

That art style is awesome, but also doesn't look too hard to do. I wish I had come up with it.