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This is infuriatingly fun! It really gives me Girls' Last Tour vibes, which is a vibe I don't get to have as often as I'd like. Easily worth sending you a few dollars. I'd like to recommend some things, listed in order of ease x importance:


- Some items are waaaaaaay bouncier than they should be, causing them to explode out of the storage bay at the tiniest bump or even at complete random. The oil barrels are the worst culprit, as they're also rounded, meaning they effectively do not have static friction and any of the tiny bounces they're prone to can be enough to roll them over the edge. After getting the last storage bay upgrade, I discovered that filling my bay with too many S items caused so much rattling that it sometimes pushes my tank sideways while decelerating. On ice to finish up the last two quests of v0.4.3, this was terrifying.

- When placing large or unusually shaped items into a crowded storage bay or onto a settlement elevator, they tend to clip with their surroundings and go bouncing off into the snow. This can usually (though not always) be solved by switching to the claw's fine placement mode, but that's more of a time-consuming hack to bypass a bug than a real solution. Items can also invisibly clip and bounce before immediately being stopped by other items or the storage bay wall, incurring heavy damage despite no visible movement. It made me especially wary of taking on fragile deliveries, so I avoided them entirely until after I'd purchased all the upgrades and was going for 100%.

- The ice scanner straight-up does not work correctly sometimes. I can be driving on ice marked as safe (yellow), then suddenly plummet into the depths as if it were completely unsafe (red). The orange sections are pretty inconsistent, too; if ice doesn't recover when waiting in settlements, it *really* should. Most of these problems aren't an issue if you happen to find the very safe (blue) path, but I didn't until my second trip to Radio-chan, so there was misery getting back...


- "Handle with Care" items seem to all have the same amount of health and impact defense regardless of size, judging by the fact that it's possible for XL HwC items to take a small amount of damage just from being carefully set down. Which doesn't really make sense, because if an XL HwC is as fragile as an actual "Fragile" item, then it should be marked and priced accordingly.

- The claw's in-out movement should be more fine for the first few ticks of the scroll wheel, or else while the right-click is held down. Currently, certain item placements are functionally impossible because the claw skips over the position it would need to be in to place the items there.

- While I see the utility in having the tread spikes be active only while held, there are times when I'd like them to be toggleable as well. Perhaps if the player taps the shift key such that they've already released it before the spikes finish deploying, the spikes remain out until the shift key is pressed again? I suspect all you'd need to change is to have the game ignore the KeyUp event during the spikes animation, so it could be an easy change.

- When cresting steep hills, the tank tends to slooooooooowly tip forward, or even get stuck vertical for several seconds. This can cause items to spill out the back as it hitches to a stop while still mostly vertical.


- I don't know if this is intentional, but once the walls are high enough it's possible to fit two I-beams between the storage bay and the turret. It mostly works, too, except you have to drive very carefully to avoid having them slide off the side. It'd be pretty neat to have an upgrade that adds a grip surface there to make it a little easier to keep them in place, turning this from a funny hack to a genuine mechanic that functionally awards bonus money for safe driving practices.

- It would be nice to have a storage upgrade that adds a lid, for when you have everything you can carry and just want to get where you're going safely. Something like a folding garage door could probably be added to the back of the storage bay without getting in the way of anything else, and since it doesn't need to be reinforced steel like the rest of the tank it should be pretty lightweight. It might even allow for an extra delivery item condition, if there's foodstuffs or something that can normally handle the cold but can't handle the rapid freezing accompanied by blizzards.

- Failing the above, storage bay lights would be nice. I'm constantly pinging my radar at night to make sure nothing's falling out.


- There doesn't appear to be any way to sell or keep items individually, which is a bummer when I pick up something that sells for half-price and would prefer to keep it and sell it elsewhere. Having to exit the settlement, dig the item(s) out of the pile, then re-enter usually isn't worth the time, so practically speaking I just lose money. If altering the settlement UI is too troublesome, perhaps have items' labels change color while on the elevator to match their sale condition (delivery / high demand / low demand / normal sale) instead of health? It would make it clearer how much leeway the lifts' sale zones have, too.

- Reloading resets most of the tutorials, which is a little annoying.


- Why destroy Babel?! O_o I took the bomb up thinking I was clearing the way to the basement, and was extremely confused to discover I'd just destroyed a (populated?!) historical site for no stated reason or obvious gain. The game also saves after the delivery is taken, so there's no easy way to change your mind. I ended up having to chuck the bomb down the cliff towards Radio-chan's, so it'd explode out of range of anything important.