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A jam submission

TANKGAMEView game page

Tankgame Prototype
Submitted by GorriDev — 2 days, 23 hours before the deadline
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TANKGAME's itch.io page

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Comments

Submitted

I have no idea what type of game you were trying to make. If you wanted to make a realistic tank sim - you failed. If you wanted to make an arcade tank sim with realistic elements - you've succeeded.

The main reason I'm saying that is a fairly low TTK on enemies (at least during my playthrough) and insane speed of the tank. Tried doing the cyberdemon strat on one of the enemies and was surprised to see that he tried tracking ahead of me (he later stopped for some reason, maybe tower speed is not fast enough). Anyway, speed is king, and run-n-gun (or drive-n-gun) strat seems to work wonders.

Destructible models are really cool, especially when your own tower gun gets bent. I got a heavy WoT vibe from it. 

I have no idea how effective the turret is since I had most of the fun with the main gun, and the damage feedback from it is way more apparent than from turret.

The only thing that stuck out to me is how barren the levels are. They are pretty much almost flat desert arenas, which are pretty boring once you run out of enemies. But I assume those are not the final levels.

Anyway, I really enjoyed what you have here. Please keep it up!

Developer(+1)

Yeah "SimCade" speedy tank game is the vibe I'm going for, but it does still need a lot of work, basically everything in the demo was a placeholder.

Thanks for checking the game out and thanks for the feedback, hopefully I'll have something better by next DD

Submitted

Player for roughly 15m 

I'm assuming Menues are Placeholder.

Gun is different from Ammunition used. You're Tank isn't nice, consider a better looking Reference Tank. Gun is also extremely Tiny. Tank Rotates up front, not in its Center. And Tank comes to a sliding Halt instead of stopping on its Tracks much faster which it should.

I can not move the Turret when not in first Person? Why?

And why "visible" Invisible Borders? Put proper stopping Terrain there. But I'm assuming the Levels are just as Placeholder as most Things.

Why does my Tank slide down the Hill? It also feels Weightless when jumping down from Height.

Overall, it definetly does not feel like a Tank, more like a speedboat.

Combat feels bad. Why do I have to switch manually between Machine Gun and main Gun, I'm taking Control of the entire Crew as a single Person, just let me use left and right Click.

The Idea of an Arcady Tank mission Game, with customizing your Tank, laying in Wait, blowing up Convoys, fighting Tankfights or whatever sounds interesting, but the execution so far is lackluster I think. Sorry.

Developer

Hey thanks for the extensive feedback on the tank's physics, it's going to be what makes or breaks the game so I appreciate it.
It's not going to be a realistic sim, but still it's important for the tank to feel like a tank, so I'll try to work on that.

Controls were an experiment, I'll simplify them by next time.

And why "visible" Invisible Borders?

So enemies can spawn in and out of the map while out of sight.
I can see why they could feel jarring, I guess could replace them with diegetic obstacles but that's down the line.

consider a better looking Reference Tank

Not a fan of the Crusader II?
I plan to move away form historical tanks anyway, but out of curiosity what WW2 tank would you have liked me to reference instead?

Submitted

>What Tank would you have liked

I'd say a StuG, but obviously that'll bring Problems with the rotating Turret. It is cute tho.

Since you're aiming not for historic accuracy, but arcad-y-ness, I think it's important to have the Tank be immediately readably as a Tank, altho that's implied by the Game itself I guess, but to make it clearly distinct from Trucks, or other Vehicles from a Distance, Players won't likely have the Time or will to learn all the ins and outs of different looking Tanks in an Arcade Game, so you should focus on oversizing and highlighting important Parts. 

Tank has extra Armor equipped? Make it massive extra Plates. Tank has a bigger Caliber, or otherwise special Cannon? Extra Barrels, really big Calibers, weird Turret Shapes etc.

As a Base, I think maybe a Pzkpfw 4. would be a better fit to take inspiration from, for a more standard/default Tank.  The Aesthetics of the bigger Turret compared to the Chassis is more pleasing then the big empty Top of i.e. the Crusader I think, and then you have a bigger Gun aswell, giving a more direct indicator on equipment Option.  Also at least to me, it looks more like the stereotypical Tank then a Crusader. Keep other inspirations, like the Crusader for when you need to deviate from a "stock" Tank to display something important. Maybe you want a Tank with a really big fuel Tank on the Back so its a clear Target to blow up in order to burn a field or something? Then a Crusader might be a good fit as a Base, with a big Barrel on the empty Area at the Back. 

Developer(+1)

Good points, I'm looking forward to make new tanks but physics and movement will take priority for a while.
A StuG-like enemy would be the perfect thing to teach players to flank armored targets, I'll definitely consider it when I start adding new vehicles.

Thanks again, I'll do my best on this.

Submitted(+1)

Early work I imagine but it is fun. Moving the tank feels good, shooting feels somewhat off, like it needs more impact in some way. Cleared the tutorial and the first level. Cant give that much input yet, would have to see more of what this will become. 

Submitted

The destruction with the different parts breaking off is really cool, you've got a great start to the vehicle combat already. I think if you added fantasy tank designs like in for example Panzer Front, you could have something pretty unique, especially if the two factions have their own distinct design philosophy and playstyles.

I have to say it's a bit difficult to tell what sort of damage I'm doing at times, maybe you could have your tank's gunner/commander say what you hit in a subtitle or down in the conrer, like "Engine hit, sir!".  Also the mouse sensitivity was real fast, seems the mechanics keep the turret rings well-greased.

Either way, very solid so far, looking forward to seeing what comes of this!

Developer(+1)

hey, thanks for checking the game out.

I think if you added fantasy tank designs

Yeah those are planned, I've been modeling ww2 vehicles just because this is my first 3D project and I wanted to try my hand making something recognizable, stuff is going to get more unique as time goes on.

A lot of people have complained about it being hard to gauge enemy damage, so that's gonna be something to look into for sure.

Also the mouse sensitivity was real fastù

Will have a sensitivity slider by next time.

Thanks again for playing and thanks for the feedback!

Submitted

https://www.twitch.tv/videos/2136464311

Submitted

Not sure if I'm the target audience, but this has a lot of potential.

  • Tank bounces off walls, which doesn't feel very tanky
  •  I like the cannon firing effect, but I don't know if it fits the artstyle all that much
  • UI feels unresponsive due to the load times, I thought it wasn't working but it was just loading
Developer

Thanks for checking the game out.

Tank bounces off walls, which doesn't feel very tanky

That's true, but It's a mechanic that I liked a lot in Dead Engine (from DD 52: https://deadengine.itch.io/dead-engine) so I decided to just copy it. Also it stops the player from getting stuck.
It's staying in for now but I might tone it down depending on how arcadey I decide to make the game.

Thanks for the feedback, I'll add a loading screen to the to-do list.

It's obviously very early, and I like the concept of a mission based tank game a lot, but it didn't come through to me if it's supposed to be more arcadey or more realistic. The tank at the moment feels like it's made out of paper and doesn't have much weight to it. It also twitches along inclines. Having to switch with 1 and 2 between aiming and not feels awkward, wish it was tied to the right mouse button (either as a toggle or as hold). Hitting enemies also doesn't have much juice to them at the moment - from what I understood it simulates the various components but with little to no feedback it's not clear when a hit pens or not and how much damage it does.

Still, there's potential here, so looking forward to where it goes!

Developer(+1)
if it's supposed to be more arcadey or more realistic
Having to switch with 1 and 2 between aiming and not feels awkward

At the moment I'm on the fence on whether I'm going to have a simple third person aim system or a more diegetic system which has the player switch between vision ports, periscopes, recon drones, weapon sights and hatches.
I'm leaning towards the former but I'm gonna need to test both systems out before I decide what to go for.

Movement is definitely going to stay on the arcadey side, the current tank does feel a bit weightless but in general the player will control fast light tanks, so I have to find a fine balance.
For now the physics will continue to take priority.

Anyway thanks for playing and thanks for the feedback, I'll do my best.

Submitted

Pretty fun, I like the apparent balance between realism and arcadeyness (I've never driven a real tank). During my first try at the tutorial, I damaged the main cannon and wasn't able to defeat the one enemy with my backup gun.

The mouse movement also feels weird, I don't believe the aim is moving based on raw mouse input. I'm not sure how to describe it but it seems to move in steps.

I'm excited to see where this game goes.

Simcade tank game sounds appealing to me even though tanks aren’t my thing. Dropping the boring parts, amping up the juicy stuff? Yeah, this could go really well.

Reverse steering is reversed, I see why it happens (AD seems purely a rotation control) but if it’s intentional/makes sense with a tank make it a toggle for us wheeled vehicle plebs.

Developer

I don't think reverse steering make sense for a tank, but the in-game truck doesn't have reverse steering either so I suppose there's no harm in adding a toggle for tanks to use it too once I get around implementing it, thanks for pointing it out.

Submitted

Really like the damage system but some indication is definitely needed

With how fast it moves and how slow are shells will you make something like girls und panzers maybe?

And add visible ricochets

Developer

Thanks for the feedback, damage indication will probably come with some later reworked UI and ricochets are on the to-do list

will you make something like girls und panzers maybe?

I'm not sure what you mean by that, but I do plan to keep it on the gamey side

Submitted

The camera movement in cam 1 is really really fast for me although my mouse isn't set that fast. The movement of the tank feels maybe a bit too fast, altough it would be fun to just lean into it and go crazy. Let me do donus around enemies while blasting them.

Developer

Thanks for the feedback

The camera movement in cam 1 is really really fast

My bad, mouse sensitivity options will be there by next time.

altough it would be fun to just lean into it

Yeah that's the general plan, but it'll be a while before I can focus on balance stuff like that.

Submitted

first of all, i love everything about it. the mere idea of a tank game is very exciting to me

BUT, i don't really understand how much damage i'm doing to my enemies. sometimes i destroy them in one hit, sometimes i hit them dozens of times and they can still shoot me back

Developer(+1)

It's not explained super well, but you aren't dealing damage to the whole tank, you are trying to damage individual components.
By default your tank is equipped with APHE shells which explodes after penetrating, meaning that most penetrating hits, especially on the side, will cause the enemy tank's ammo to explode. 
Alternatively you can shoot at the enemy tracks or cannon to destroy them.

I will make a better tutorial down the line, thanks for checking the game out!

Submitted (1 edit)

DORIFTO!

A little janky but it’s a lot of fun. CoD2 North Africa vibes but at super speed. You move so fast that you’re really not at any risk of being hit. Not very realistic but it would be fun to lean into it, have some obnoxious “racing” camo patterns and shit.

It’s hard to tell where you can do consistent damage, I ended up aiming at the base of the enemy turrets (which I think is what you’re supposed to do IRL anyway). I couldn’t tell how damage is represented on your own tank, though I might just not have been hit. Would be good to have one of those little tank icons on the HUD showing the relative rotation of the turret to the body.

No complaints about the controls except that the hatch cam’s mouse sensitivity is crazy high and the options screen had no scrollbar so I couldn’t see if there was a way to change it. I ended up just playing on turret cam the whole time.

EDIT: Was playing on Linux. No issues except for the scrollbar thing in the options, which might not be Linux-specific.

Developer

Thanks for the feedback, this is all useful.

I do intend to make speed your main method of avoiding damage, but balance will come later.

except that the hatch cam’s mouse sensitivity is crazy high and the options screen had no scrollbar so I couldn’t see if there was a way to change it

I forgor, it's on the to-do list now

DORIFTO!

Spacebar actually does make you drift a little bit but I didn't mention it anywhere as it's still a wip feature.
Thanks for checking the game out