it's very fun to just drive around and fall of a cliff while shooting like a madman at distant tanks.
i'm also kind of a purist as far as ww2 aesthetics are concerned, and i would have gone with slower, heavier tanks myself, but i guess then the game would have become.. less fun?
i don't really like the shield progressbar at the bottom left but i guess that's temporary
no issues to report on my side
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TANKGAME's itch.io pageComments
The gameplay is excellent. I like the low-detail environments. It makes the game very readable. The sandbox approach to missions is fun as well.
If I had one criticism, it would be that the futuristic elements like the shield regen and railgun don't mesh aesthetically with the ww2-era tanks.
this was a very cool demo i liked that running over the guys sent them flying and the bigger guns were very cool, I have not played any tank games before so I don't know if this is meant to be more realistic or cartoony but it seems pretty good so far.
I don't think the frame rate was automatically capped so my pc spun up a bit. also the edges of ramps were a little sticky i feel like the tank should definitely go over small bumps like that
I played through the first 3 levels plus the training mission. These are my thoughts as I was playing the game. Overall I had a lot of fun! The UI is very unpolished, and I think it needs beefier VFX (juice), but this game has also gotten me thinking about how "GoldSrc" graphics if done well can be just fine.
- I've had this in other Godot games, but the game failed to launch the first try, but then worked the second time. Not sure if that's just my computer not liking Godot.
- The mission select and loadout UI is very vertical. Feels like a lot of wasted space.
- UI is very rough in general.
- The levels feel like GoldSrc levels.
- The physics feel like func_vehicle physics.
- Surprised at how easy it was to blow up tanks in the training mission.
- I liked the training mission a lot, was simple and to the point and gives you room to play around.
- Bad Company 2 ass buildings.
- I raised the main SFX volume because the engine was very quiet and then blew up my ears when I fired the first shot.
- The tank is REALLY fast, way faster than I was expecting.
- When I played the first mission I didn't read the briefing and was looking for a way to see it ingame.
- The way reversing works is a bit unintuitive, not sure if that's normal or not.
- On mission 1 I fell into a hole and got stuck on the western side of the map.
- Holy crap the chaingun shoots a lot of bullets.
- Infantry are really fun to mow down.
- As somebody who really liked light tanks (even though they were kinda useless) in World of Tanks, I am really loving rolling around at the speed of sound with a fast firing weapon.
- I was not expecting a replay function, that's really cool. I couldn't figure out how to move hte amera or change views in the replay though, I was just watching icons.
- Not sure I like the slower firing guns.
- Holy crap the 90mm looks ridiculous and the recoi blows you away I love this.
- Okay it's really useless against the tank swarms but it was really funny blowing up the buildings.
- The granularity of the armor and component system feels mismatched for how fast paced and arcadey the actual gameplay is. Maybe it makes more sense later on, but both player and AI movement is so fast that I wasn't thinking about armor beyond generalities like sides and perpendicular.
Hey thanks for playing and thanks for the list.
I raised the main SFX volume because the engine was very quiet and then blew up my ears when I fired the first shot.
The player tank uses the same engine sound as the enemy tanks but it's lower volume so that it's easier to hear moving vehicles. I didn't consider that it might cause someone to raise the SFX volume, my bad. Hopefully ambient sounds will make this less likely to happen.
When I played the first mission I didn't read the briefing and was looking for a way to see it ingame.
Good point, I will add it to the pause menu.
I was just watching icons.
Replay is just icons for now, entities record their position and status every couple of seconds and then at the end there's a puppet show with 2d sprites. I'm hoping to add a proper replay function eventually.
but both player and AI movement is so fast that I wasn't thinking about armor beyond generalities like sides and perpendicular.
Yeah I noticed this too, it's easy to get swept by how fast you can go, but I think it's something players can get used to.
Armor is only really relevant frontally so you can either slow down and precisely aim at weakspots from the front or do a drive-by and fire a bunch of shot on the side armor.
Maybe I'll experiment with adding a generic HP bar rather than relying so heavily on internal components.
Anyway, thanks for the feedback!
Either your Tanks Rotation isn't centered or the Camera isn't. Either Way it feels a tiny bit off when trying to turn in Spot. But it leaves Trackmarks(?) which is nice. Could be more pronounced tho.
Very nice feeling Tank handling otherwise, apart from Turning. Acceleration, and especially breaking feels nice, but Tracks should stop immediately when breaking. Not the Tank moving, just the visuals of the Track I mean.
I think it could accelerate a bit slower, it doesn't feel as heavy as it looks, but I guess those Properties are adjustable based on selected Tank and Equipment.
When stopping, reversing, rotating or otherwise starting to move slowly on slopes you slide down heavily, you should mostly stay in Place I think, a Tank is pretty heavy. Also once you reverse a tiny bit and start sliding, you can't get enough Power to move back up the Ramp until you've gone all the Way down.
"Kill yourself to end the Tutorial" is just Rude.
The stepup from the 47 to 90mm is ridiculous. Also the Tank feels incredibly light with just a 90mm Cannon on Top, it shouldn't have that giant amount of Recoil I think. Railgun feels very weak. But maybe I'm just to bad at actually hitting anything.
This needs quite a bit of Overhaul on the Maps and the Graphics, but you know that, and obviously it's not at that Stage at the Moment.
Tank should feel heavier I think, Controls work fine apart from C to freelook, as it takes away your Ability to see where you're aiming, I think I used most if not all of them and wasn't really looking for anything, but I think Controller probably plays a lot nicer then Keyboard and Mouse.
Repairing is slow and vulnerable, but I think that makes Sense, so you don't just spam it in the middle of Combat, but after a single Engagement, retreat somewhere to repair yourself in longer Missions. Would require Missions to be better structured tho, with multiple smaller Engagement instead of all just coming at once, but that's probably still to come as with the Graphical overhaul on everything. Could also use a nice Animation of your Crew hitting your Tank with Hammers or something, put that in the same Category as Graphics etc.
Overall pretty Fun, but still very much feels and looks like a Prototype, altho a rather far along one.
*Edit: Forgot to Mention the Flamethrower throws small Balls at a slow Intervall, not Flames. Reduce Damage by 10x, increase Rate of Fire by 10x, so it feels more like a Stream of Fire rather then individual Bullets.
Thanks for playing and tanks for the feedback.
Getting movement to feel right has been an endless battle, I appreciate the breakdown of what didn't work for you
Would require Missions to be better structured tho, with multiple smaller Engagement instead of all just coming at once, but that's probably still to come as with the Graphical overhaul on everything
Yeah level design and visuals have been the weak points of my game. I'm hoping levels will click in time as I iterate on ideas and add new enemies with different behavior, but I'll be honest this is my first 3D game and I have no idea where to begin making it look good. I'm sure I'll figure it out eventually, but I've been almost exclusively focusing on physics and performance.
Thanks again for your comment, always appreciated.
WarThunder, but at home!
Very cool demo. Didn't play too far, but I like how snappy it feels to play.
Some EXTREMELY LOUD audio cues, and seems to have a shader compilation thing happen whenever something happens for the first time? (Mini-lagspikes)
The beginner tank stops completely at mild inclines, feels a bit off
Good thing you added vertical movement for the big gun - using it became fun, but there is no reason for artillery to not be able to look up at 45 degrees
Withot a coax I think you need to put secondary weapons on space as well, using flamethrower or rockets would be much easier
Cool that you allowed to play ordinary tanks. Check their colliders, Im pretty sure I got immobilized and killed by infantry bullets
Still my biggest issue with the game is movement - it feels very unsatisfied and lenten(?). I thing the biggest reason for this is the lack of drifting. Please research the physics of old arcade racing games
This is a fun and surprisingly realistic tank game, but it still feels kind of "sandboxxy," if that makes any sense. The map is very big and the enemies are very far apart. I think you should be able to know where the enemies are as soon as or, at least, soon after you start the level. Maybe having a mini-map or a radar could help. As to the terrain, there could be more variation. It feels overall very flat. I think having the player type a sequence to repair the tank is a great idea. I also really liked the weak point system.
The movement feels great, but I had some difficulty turning the turret (some of which may be intentional). I think my main difficulty was this: if you're already turning the turret one way, and you flick the mouse the other way, the turret will start going the other way instead of continuing turning the way it was turning before, generating confusion. I'm not sure that makes sense but I hope it does. I used the rail-gun a lot 1. because it's cool, 2. because I'm bad and prefer to snipe the enemies from afar than get in their face. By the way, I feel the markers, one being red and the other being white, don't sufficiently make clear which one is the "turret" and which one is the mouse. But maybe I'm just slow. I used the other weapons in the earlier stages as well, but there was recording error.
It crashed at the end (around 29:00), so you may want to look at it. I played the Linux version.
Thanks for the video and the feedback.
but it still feels kind of "sandboxxy," if that makes any sense
Yeah I get what you mean. It's dispersive and unfocused, levels need to be tighter. I'm thinking of making all levels using the terrain 3d plugin I used in level 4, (Mountain alcove) that should help with both design and visual variety.
I feel the markers, one being red and the other being white, don't sufficiently make clear which one is the "turret" and which one is the mouse
The white one is the turret, the orange one is the hull weapon, the aimer is the semi-transparent white circle in third person and the (soon to be replaced) pixelated black cross in sight view. I will try making this clearer when I get around redoing the tutorial.
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