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yea I this is another Jam were we came up with a good idea but stumbled on execution >.<

I think the weight limit is fine in principle; the main flaw is how the tank's stats are calculated. Like a lot of components are relative to the tank's size (for example the bigger the the tank, the more armour you need) and, for simplicities sake, I had them act as percentage modifiers. Problem is I was lazy/dumb and made the percentages multiplicative instead of additive, which leads to components having inconsistent stats. And if the stats are inconsistent, well it becomes difficult to achieve specific values (like you have to do with weight stat).

Enough rambling about my crappy code lol. So I tried a different art style for this Jam. Problem is that it got worse overtime. For example, the top down tank was the first thing I designed and I was quite proud of how it turned out. But yea as you say the terrain (which was made much later on) looks, well, awful. I guess the pressure got to me XD.

I'm just gonna copy paste for the controls. Everyone (rightfully so) complains about them, and I'm a bit tired of typing it out every time:

Honestly, the controls were something I just couldn't really wrap my head around. I think it was always gonna be a bit awkward and limiting myself to half the keyboard to accommodate 2 player versus (something that 90% of players won't even use lol) didn't help things.  At this point I'm thinking a GamePad would be the optimal control scheme, but that's not really accessible :/
My musician will be glad to hear you praise his music! No one mentioned it yet - I think he was getting worried ;)


I'm guessing you softlocked with an extremely fast tank that was able to clip through the janky collision? If you have any more details, I'd love to hear :)