Bummer about the third level, but it was really fun regardless. Lots of A ha! moments for me
juman22
Creator of
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Hey!
Thanks for giving Tiny Tanks a play, and I'm glad you had fun with it!
Did you play the downloadable version or the web version? The reason I ask is I've since updated the web build to address a lot of the feedback I've gotten here. I'm still working a little bit on the text and sound, but I've removed most of the text.
If you have the time I'd really love to hear what you would want improved! Thanks again for playing, and I'm glad you enjoyed it. :)
Thanks for taking the time to try my submission. :)
It's really unfortunate I didn't have more time (submitted 1m before the deadline) to improve the UI elements because I took a lot of care to keep the theme in mind while developing the game. It's just difficult to see how the games systems are tied together because the UI doesn't emphasize it very well.
Again, thanks for the feedback and I'm glad people in general seem to think the gameplay is fun!
Unfortunately, the jam version of this build has a bug that your score doesn't get reset correctly unless you refresh the page on death. This means every time you die your score is either 0 or less than 0 which makes it very difficult to get a higher score since the regular starting amount is 100 points.
Thank you for trying the game! I hope you get a chance to try the finished build after the jam is over. :)
Thanks for leaving a comment!
For the theme of dual purpose design I actually implemented quite a few functions into the game to support it. I suppose I should add them to the submission description to highlight them though! The health and score being combined into a single number gives the game its core of dual purpose design. For instance let's take the action of killing enemies:
Killing enemies grants the player score which in turn provides them with health. This health is used to keep the player from dying and unlocks additional abilities for the player to use against their enemies. This little bit of emergent gameplay is only possible because of this dual nature.
I also tried to make sure every mechanic in the game at least attempts to fulfill multiple purposes. If you play the game long enough you unlock shell jumps for example. This upgrade make double jumping provide the player additional height, but also fire a ring of bullets in all directions.
I agree with your point on the reload. The game can feel quite frantic in the later stages, and I have felt limited by the reload each time. Though the game jam submission period is over I'll rip it out and try some other methods of fire rate control.
That's a pretty clever fix for the drop pods too by the way. Thank you! :)