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I had read before that controlling a (real) tank is difficult and really awkward, so in a sense it’s historically accurate lol. But accuracy doesn’t always make for good gameplay I suppose, so it’s something to work on in the future.

I think for the building part it would be more understandable if there was like templates players could choose from (instead of all random), then once they get the feeling of each templates they could modify their own version.

Yup tanks are kinda clunky, but sadly its not really an excuse for making clunky controls D: 

And omg why didn't I let the players use templates! The CPU tanks literally use templates (there's literally three for each weight goal too). Aww that would've been sooo easy to implement and would've made the game soooo much better. Such a good suggestion.

I'm sad now :(

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Lol I think as devs we all forget from time to time that we are the only ones who have played our games so far, so don't be too hard on yourself about it.

And btw now that I just think about it again, perhaps a twin stick shooter-esque type of control scheme would be appropriate for your project. You could look at how those are implemented in those games that are also released to PC.

Reminder that none of the templates use the fixed super structure,  so someone who wanted to use that (like me) would be out of luck. Maybe a combination would work better?