Fun little tank game with some very nice level design and atmosphere. The black shadows made the city zone a bit difficult to traverse. I couldn't figure out if there was a win condition. I think I wiped out all the missile launchers, but I cant tell. A counter would be a nice addition if that is the goal. GG!
PeetCooper
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Hello! Peet Cooper here. I'm a veteran game designer and artist with 20+ years of industry experience.
I have some simple prototypes I'm looking for someone to help me build. Maybe we could work out a skill trade and I can help you out with your project.
You can see some of my gamejams on my itch profile. Here is some of my art: https://www.artstation.com/3peet
Hit me up if your interested in chatting. :)
I agree that specifically roller skating games are few and far between, but skating (skateboards) are similar enough to utilize the same general controls. Its the difference between a motorcycle racing game and a car racing game. They still control the same way.
I have been making games for a long time and I have seen multiple good games get no traction because of "unique" controls. I really dont want to see that happen to you. BTW, I dont think there is anything wrong with having unique mechanics that have non-standard controls. Its simply the primary control method of moving around should be what people have come to expect. If you are Nintendo or a very well known developer, you can get away with doing something really different. With the game industry as flooded with content as it is now, players have about 3 min of attention to be immersed into your world before they move on to any of the other 10,000 games that came out this year.
Can you think of successful indie games that heavily innovated on basic controls?
First off, this game looks amazing! Great job on the presentation and level design.
There is a reason that games rarely innovate on controls. Trying to reinvent what a lot of pro developers have refined over decades of games is only going to limit your audience. The players who want to pay for this are the same players who like other skating games. Player expectation is very important if you want to be succesful. If a lot of players are immediately turned off by your controlls, you are doing something wrong. Players are not going to say: "Wow, this game controlls really weird. Let me go find a video where the developer explains his philosophy about these controls... Now that I understand his vision, its all good." The more likely outcome is players will think it feels bad, play for a few min, then leave a negative review.
This is the same for any genre. The reason that 99% of every racing game, every FPS, every MMO, every fighting game, every 3D platformer all controls the same is based on player comfort and expectation. It is impossible for players to be immersed in a world where they are not comfortable with basic movement.
I think you have a lot of great ideas here and a potential hit on your hands. I hope it doesnt get overlooked by your desire to reinvent the wheel.




