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Starting the game in a window with a predefined resolution is silly, at least make it a native-sized window. Please make the UI scale with screen size, I have a 4k monitor and the menus are absolutely teeny. Also, dropdowns for resolution and aspect ratio don't seem to work when in fullscreen. 

Started the tutorial and sensitivity feels way too high right off the bat, had to lower it to 50% for it to feel proper. It's a little odd that zooming in doesn't decrease your sensitivity, you would think such a feature exists to aid in longer range precision but it just makes the aiming more unwieldy (I would later find out that the sights view fills this role). It's weird that you have this elaborate weakpoint system while having such a fast player tank, seems contradictory but maybe actual combat will enlighten me. The healing and self-destruct minigames are pretty difficult to do with the unscaled UI, I have to lean in to see the arrows clearly when doing the former. Other than that, the tutorial is pretty good. I like that you get to shoot at your tank unit to see how it works. 

Played the first level, I mostly just circled around the enemy tanks and shot at them until they died. One of the trucks went outside the level bounds but it didn't count as escaped, so I just took long range potshots until I nailed it. The replay system is interesting but feels pointless, especially when you're just staring at sprites move around rather than an actual 3D environment. Changing the playback speed didn't seem to work.

Tried the second level with the 47mm cannon, got destroyed pretty quickly due to poor planning. Had some nasty frame drops when shooting buildings from afar. The level got a lot easier once I remembered the sights view exists since hitting weakspots is much easier with it. This just serves to confuse me on the game's identity more, am I supposed to be speeding around or taking calculated shots? Maybe a mix of both? I eventually finished the level, then tried again with the BIG DICK cannon. It's fun and feels awesome to shoot but obviously it has its drawbacks.

It feels to me like you've yet to nail down what your game is supposed to be, maybe this is my inexperience with vehicle games seeping through. Other than that, the tank models are nice and I assume the environment is just a case of debug art. I look forward to future builds.

(+1)

Thanks for playing!

I'll try to adjust the default settings to be more convenient.

Please make the UI scale with screen size

There is a UI scale slider but it only scales on-screen UI and not the minigame panels so that's an oversight, I'll correct that and also I guess it'd be a good idea to scale with higher screen sizes by default.

am I supposed to be speeding around or taking calculated shots?
It feels to me like you've yet to nail down what your game is supposed to be

At the moment the levels are little more than a playground for blowing stuff up so you're definitely right.
I'm myself not sure about how much I want to force players to play in a certain way and how much I want to accommodate different playstyles. I'm going to keep weighing my options while I try nailing down performance, physics and controls first.

Anyway, thanks for the feedback!