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Tanky McTankface's Weapon Merging Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #13 | 3.556 | 3.556 |
Originality | #15 | 3.444 | 3.444 |
Fun | #23 | 2.500 | 2.500 |
Overall | #24 | 2.611 | 2.611 |
Audio | #25 | 1.722 | 1.722 |
Controls | #25 | 2.389 | 2.389 |
Theme | #25 | 2.056 | 2.056 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.1.1.stable.official
Source
sure, it's on gitHub - https://github.com/ktosox/Wild_Jam_09_2019
Game description
You play a jumping tank in a 2.5D world in wich you merge your weapon with other weapons using pick-ups!
Discord username
Ktosox
Participation level
My third actual submission
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Comments
This is a very nice looking game. The controls felt awkward until I realized WASD moved the tank as well, then that was good too.
The lack of sounds isn't too bad, but there should definitely be some kind of background to fill all the silent portions of the games. The effects you do have are good though.
The gameplay is pretty good but I agree with other comments that there's a lot of backtracking and just getting through boxes, which feels more tedious than challenging.
Thanks for checking out my game!
Please note that I added the wsad movement 2 days after the deadline, so all the previous comments are 100% on point controls wise.
The movements are quite tedious, I had a lot of back-tracking just for getting ammos. The level design give some interesting puzzle. But ennemies are wuickly too numerous, and with the slow pace of the game and the need to constantly go back to fetch ammos, it can easily be frustrating.
Still nice visuals, especially with the different weapon effects!
I like the animations and art. Clicking every cell does feel tedious when you're racing back for ammo. Almost feels somewhere between turn based and real-time with the enemy movements. Thanks for sharing your game!
Creative game. The graphics really very original! Did you create the assets?
I liked that the tank could shoot, but I expected it to be super satisfying. Maybe add kickback? Maybe get shot back 2 cells?
I like the style and gameplay of a game. It would be more responsive if I wouldn't have to click on every cell.) The art is beutifull.
Before you added the enemies I thought it would be more of a puzzle game. Since you cannot turn in-place you need to be strategic about how you approach crates. Do you mean it to be more of a puzzle or a strategy / action game?
I really liked the level loading effect, but I think gameplay and communication of what's happening to the player was lacking. The merging effect would have been nice if you effectively had some different weapon parts or features that'd merge instead of only with numbers.
Pathfinding would have been nice, but moving with WASD might have been even nicer. I liked the bouncy move a lot :D
In any regard, it feels like you worked on what you wanted to work on, and I think with small changes this could be a much nicer experience!
+1 to keeping the bouncy move :-D
Couldn't really find how it was related to the theme though I liked the Graphics.
Also just being able to click and move to the tiles right next to you is annoying.
Not to mention the fact that Range 2 Weapons can't hit stuff on Range 1.
Also couldn't figure out how to reload~
The theme - your weapon properties merge with those in the pickups. The effect is not very noticeable, sorry.
Movement - you are right, I will replace the movement system with wsad once I'm back from work. I intended to expand the movement system but didn't make it under the deadline.