I gave up on this game pretty quick because my finger began to hurt from hitting the mouse button so much. Having a hold function to auto fire would be nice. Otherwise I actually like the look of this game and would like to play an updated version in the future.
Nice little web game. Don't really have much to say. One thing I found was that some upgrades seem to stay after you die, not sure if that is intended or not. There also seemed to be a drop in fps when a lot of tanks explode at the same time.
Depends on what you want to do with it. I don't think it will have any commercial success if that is what you mean. But if you have fun making it then that could be reason enough to continue. If you add some more variety to the combat I think it can be a fun game while on break or during commute or something.
>agree, idea was to introduce bigger enemies but havent implemented yet
I see, if the intention is to keep zooming out it somewhat breaks your beautiful pixel art into aliased soup, which is not ideal. >hmm what do you mean?
It seemed like you have some sort of respawn system to move cannons closer, however at some times they were moved elsewhere just as I got close to them. Or was it some sort of pooling bug?
>is the game worth finishing?
Depends on how much time you're going to be spending on it. Gameplay was solid, there's clear Vampire Survivors influence here, so to capitalize on that you'd have to finish fast OR make something unique. I think all games are worth finishing if you can see the end result now.
The cannon thing sounds like a bug, they shouldn't move at all after they spawn. I will investigate!
I dont think i'll spend a lot of money but time it can take a while, i myself can see that there isnt that much of a unique hook. This biggest difference is the growing battlefield with, not yet implemented, larger enemies. I could finish this or move to another main project, thats what im trying to gather from these DD comments :)
Needs a greater variety in enemies and upgrades and the ability to fire by holding the mouse down. Maybe some civilian cars to run over for cogs or something, the tank doesn't feel very tanky as is.
This is a lot of fun! The core loop doesn't hold up for very long, maybe you could try objective-based levels? Tank controls (at least as an option) would sell the fantasy better. It looks and feels really solid; I hope you keep experimenting and find a good direction to take this.
Fine concept, hampered severely by the lack of autofire. Having to hammer M1 constantly gets old after a minute. Even older twin stick shooters like Smash TV let you hold down the button. The SFX are also a tad overly bit crunched for my liking. It ended up sounding a bit too harsh. Visually its not bad at all. The explosion effects and enemy corpses in particular looked great.
Honestly no. Not unless you have some kind of code thing or 2d asset pipeline you want to learn or test with it. Part of it is the hook. 'Tank in a place killing nothing enemies' isn't the best hook.
Comments
It's okay I guess. Could have done at least autoshooting or allow to hold LMB, because I can feel this game will break many mouse buttons.
Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
cool thanks! what did you think of it? worth continuing?
Yeah, I think so. It’s a solid enough foundation to build something fun.
I gave up on this game pretty quick because my finger began to hurt from hitting the mouse button so much. Having a hold function to auto fire would be nice. Otherwise I actually like the look of this game and would like to play an updated version in the future.
haha sorry about that, will be fixed for the future version.
Nice little web game. Don't really have much to say. One thing I found was that some upgrades seem to stay after you die, not sure if that is intended or not. There also seemed to be a drop in fps when a lot of tanks explode at the same time.
probably right, i didnt reset the values on death.
is it worth continuing the game?
Depends on what you want to do with it. I don't think it will have any commercial success if that is what you mean. But if you have fun making it then that could be reason enough to continue. If you add some more variety to the combat I think it can be a fun game while on break or during commute or something.
Fun game, got me hooked to play until enemies were barely spawning.
is the game worth finishing?
>agree, idea was to introduce bigger enemies but havent implemented yet
I see, if the intention is to keep zooming out it somewhat breaks your beautiful pixel art into aliased soup, which is not ideal.
>hmm what do you mean?
It seemed like you have some sort of respawn system to move cannons closer, however at some times they were moved elsewhere just as I got close to them. Or was it some sort of pooling bug?
>is the game worth finishing?
Depends on how much time you're going to be spending on it. Gameplay was solid, there's clear Vampire Survivors influence here, so to capitalize on that you'd have to finish fast OR make something unique. I think all games are worth finishing if you can see the end result now.
The cannon thing sounds like a bug, they shouldn't move at all after they spawn. I will investigate!
I dont think i'll spend a lot of money but time it can take a while, i myself can see that there isnt that much of a unique hook. This biggest difference is the growing battlefield with, not yet implemented, larger enemies. I could finish this or move to another main project, thats what im trying to gather from these DD comments :)
Very nice spritework and effects.
Needs a greater variety in enemies and upgrades and the ability to fire by holding the mouse down.
Maybe some civilian cars to run over for cogs or something, the tank doesn't feel very tanky as is.
Other than that I thought it was fun.
thank you, i agree, right now its very plain.
all good points, will be fixed. was the game fun ?
This is a lot of fun! The core loop doesn't hold up for very long, maybe you could try objective-based levels? Tank controls (at least as an option) would sell the fantasy better. It looks and feels really solid; I hope you keep experimenting and find a good direction to take this.
good idea, i could add that if i decide to continue. you think its worth making into a full game?
Absolutely. It just needs something more interesting than "enemies spawn everywhere."
Fine concept, hampered severely by the lack of autofire. Having to hammer M1 constantly gets old after a minute. Even older twin stick shooters like Smash TV let you hold down the button. The SFX are also a tad overly bit crunched for my liking. It ended up sounding a bit too harsh. Visually its not bad at all. The explosion effects and enemy corpses in particular looked great.
Yeah i should have just put in autofire.
Do you think its worth continuing and making a full game?
Honestly no. Not unless you have some kind of code thing or 2d asset pipeline you want to learn or test with it. Part of it is the hook. 'Tank in a place killing nothing enemies' isn't the best hook.
thank you feedback! we'll see what i do