I was not on time to update my review. It can get frustrating I must confess. many times one of the boxes gives my character some momentum I would not like to have to control better my jumps. It is a good game overall
MAЯP
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Thanks for playing
> i guess i messed up engine placement at some point
I understand, it can get frustrating. I wanted to add more feedback for the components so you know when something is connected or not. You can actually add three cannons if it fits but it is hard to know without feedback.
Thanks for the feedback
<click> for firing. <space> for fixing you tank. <E> for scanning other tanks important components
This game is a topdown tank game with a special inventory for each tank. All the tanks have components inside that can stop working if hit. if the commander seat, fuel or ammo deposit is destroyed the tank dies... including yours. Avoid yellow projectiles as they are armor pearcing.
The components are connected by proximity. You can rearrange all the components as you see fit (with exception of special sockets)
This game at the moment is half baked, unfortunately. I spent a lot of time in this Inventory / components system
The idea was that progressively you would find more tuned tanks & better components and will end up fighting a boss. A mega tank with lots of cannons... nothing of that is in this game.
Thanks for playing
> A simple procedural noise texture for ground would help tremendously
There are a lot of things that I have to learn or have not tried myself. Thanks for the feedback.
I was honestly stubborn, I should have stopped developing the inventory/component system to work on these details.
Again, thanks for playing and thanks for the feedback.
The atmosphere and storytelling of this game is amazing. I got a little confused (and frustrated) in the part that I had to use both drones to lift the passageway. Additionally, it would have been good if the character runs if I double click. Other than these things I mentioned there is nothing more I can say. Excellent job
I still have not been able to complete it but this is an awesome game, 100%!. I would have wanted a dash... I am not sure if I have not find it yet. I guess the theme interpretation has to do with those pillars connecting the enemies, right? is the only thing related with the them. Other than that, I do not have any other thing to say. Good job.
Interesting game. Once I break all the dust and the planet starts the breakthrough process there was a loop of the dust constantly 'merging' into the planet, but If I do not click the loop keeps going. I did not know that, I was a little confused to be honest. I could complete the game. Great music selection BTW.
Thanks for playing
> but unfortunately, in its current state, I found it very hard to understand and get into
I understand. There were many things in mind that did not get into the game. One thing I had in mind about the scan is that the locations of pieces of the enemy tanks had to be random so the player realizes to scan in order to know the best target, among other things.
> I hope you keep working on the game
Thanks for the good words. Although I need to focus on gamedev skill overall.
Thanks for the feedback
Awesome presentation. I like the dialog and storytelling. One thing I can mention is the animation commitment; I could not skip any animation at all and there were many that could be skip. I know internally there has to be a iteration throughout the tiles to check if other monster see the monster you just placed but there is no need to animate that because it takes time specially if you repeat a level many times. Same goes when gnomes move position. At some point, I reached Level 6 or 7 and there was always preventing me from winning and the animations were taking so long that I decided to review the game. Very good game overall. Excellent job.
BTW this is a lot of content for a gamejam, I guess you must have had prepared a couple of things before hand.
Great game. I got stuck in the fourth floor for some reason, even when connecting each cable with the corresponding color. This game is packed with features for a gamejam entry. I believe that there were some work done before hand. I took a while to realize about the signal utility and how it revealed doors. I did not want to use a phone and initially casting a spell was uncomfortable until I found a way to quick cast. Lastly there were minor details where the 'Leave' text was hidden behind the bar menu. Good job overall
Thanks for playing!
> I think a mini-map would help a lot
yes, I would have been helpful but I did not have time to complete the gameplay as intended sadly.
> there could be some visual color indicators showing what needs to connect with what for the system to work properly
Actually there were going to be lines between components to mark the connection but I did not have time to complete that.
> but they stopped firing because something apparently wasn’t connected correctly,
there might be more bugs in the game but I designed the game so if a component stops working the stats are recalculated and you stop having that capability. That means if you lose the loader you will not be able to fire, that might be an explanation. If you loose the engine you will be set to a very low speed
> But overall, very interesting concept
Again thanks for playing. I know this game will not have a great score unfortunately but I will keep working to deliver things on time.
Nice game. The presentation is very good, specially when it comes to history. I could not find the medicine unfortunately XD. I would have wanted another way to gather resources (repeatedly). Regarding the mechanics it is not pretty evident how the dialogs work but once you press <E> you understand everything. The graphics look good specially the intro but there is still something that was not 100% integrated, at least in the grid (I am not sure if it is the fact that it is AI).






