thanks for playing! i really appreciate the feedback. there actually was a lean system in an earlier version of the game, but i took it out because i was unsure if i wanted the game to be more of a movement shooter or a tactical shooter. i've gotten a lot of feedback from people who want it to have more tactical elements, so i'll probably end up putting it back in.
quadrillegames
Creator of
Recent community posts
Thanks for the feedback! During development the game wavered quite a bit on whether or not it was a slower, tactical FPS or a faster paced movement shooter. I opted for a middle ground that generally seems to work, but it does seem like it breaks down in certain situations.
Funny you mention velocity being tied to enemy inaccuracy, that's actually already in the game. Maybe I need to increase the modifier value to make it more noticeable.
excellent vn
i loved the art and the music, the mood of the game is impeccable.
i liked the writing a lot, i had some minor nitpicks ill put at the end for spoilers but it was always effective, and sometimes really charming and cute.
the only thing i have left to say is that the artbook is peak and like the game i can feel the love and care you put into it.
--SPOILERS--
if i had to nitpick i would have liked to seen more interactions between asya and ira, and marina and ira. and i feel like the ending may have been rushed a little, but that's subjective. i think there's a lot of room to expand on why vorkuta-5 exists and the response of the townsfolk to what happens but i can also appreciate how focused and concise the overall plot is.
Love the way the tank feels to romp around in, the spingyness of your gunner's view while you're driving around and getting jostled by the terrain feels really juicy. I really like the damage model you have, it's more similar to War Thunder or GHPC than just straight health bars, which is something that always irked me a bit in other tank games. The interior looks great, the sounds a good as well, and I like the gameplay friction that comes from you being the commander and not just a extratemporal being magically in control of all of the crew's functions. I also appreciate a lot of the functions on the tank being contextual buttons you can click around the interior- it's a little clunky to get used to as first, but you end up not having to memorize a shopping list of hotkeys to do stuff in the tank, and it's more immersive to boot, I found myself looking around the interior of the tank looking for the turnout buttons, almost like I was looking for the button to open the hatch lol.
Great stuff, looking forward to what comes next. Tankchads eating good this DD.
This game kicks ass. Feels like a top down idtech shooter in a really fun way. All the weapons feel fun to use, the enemies are interesting to fight, and being a gun wizard is cool. Only minor nitpicks are that it's sometimes difficult to tell what map objects you can walk through or not, and it being slightly difficult to tell whether or not you're reloading in the middle of a heated battle, but I got used to them quickly.
Glad you enjoyed it! The map glitch is something I'll definitely have to look into and fix after the jam is over.
As for the password for the orange butler, it's part of what is the game's only puzzle! If you look at the notes around the area there are hints. If it's not clear enough I'll just tell people though. The way you got past him is totally valid though.
The music is cute and the art is great! The only issue is with the lack of speed decay when you're in the air- most platforms have you slow down mid-air if you don't put it any movement input. Having your velocity continue without slowing down while you're in the air contributes to the slippery feeling it can have. Still a great entry though!








