Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I played through the first 3 levels plus the training mission. These are my thoughts as I was playing the game. Overall I had a lot of fun! The UI is very unpolished, and I think it needs beefier VFX (juice), but this game has also gotten me thinking about how "GoldSrc" graphics if done well can be just fine.

  • I've had this in other Godot games, but the game failed to launch the first try, but then worked the second time. Not sure if that's just my computer not liking Godot.
  • The mission select and loadout UI is very vertical. Feels like a lot of wasted space.
  • UI is very rough in general.
  • The levels feel like GoldSrc levels.
  • The physics feel like func_vehicle physics.
  • Surprised at how easy it was to blow up tanks in the training mission.
  • I liked the training mission a lot, was simple and to the point and gives you room to play around.
  • Bad Company 2 ass buildings.
  • I raised the main SFX volume because the engine was very quiet and then blew up my ears when I fired the first shot.
  • The tank is REALLY fast, way faster than I was expecting.
  • When I played the first mission I didn't read the briefing and was looking for a way to see it ingame.
  • The way reversing works is a bit unintuitive, not sure if that's normal or not.
  • On mission 1 I fell into a hole and got stuck on the western side of the map.
  • Holy crap the chaingun shoots a lot of bullets.
  • Infantry are really fun to mow down.
  • As somebody who really liked light tanks (even though they were kinda useless) in World of Tanks, I am really loving rolling around at the speed of sound with a fast firing weapon.
  • I was not expecting a replay function, that's really cool. I couldn't figure out how to move hte amera or change views in the replay though, I was just watching icons.
  • Not sure I like the slower firing guns.
  • Holy crap the 90mm looks ridiculous and the recoi blows you away I love this.
  • Okay it's really useless against the tank swarms but it was really funny blowing up the buildings.
  • The granularity of the armor and component system feels mismatched for how fast paced and arcadey the actual gameplay is. Maybe it makes more sense later on, but both player and AI movement is so fast that I wasn't thinking about armor beyond generalities like sides and perpendicular.

Hey thanks for playing and thanks for the list.

I raised the main SFX volume because the engine was very quiet and then blew up my ears when I fired the first shot.

The player tank uses the same engine sound as the enemy tanks but it's lower volume so that it's easier to hear moving vehicles. I didn't consider that it might cause someone to raise the SFX volume, my bad. Hopefully ambient sounds will make this less likely to happen.

When I played the first mission I didn't read the briefing and was looking for a way to see it ingame.

Good point, I will add it to the pause menu. 

I was just watching icons.

Replay is just icons for now, entities record their position and status every couple of seconds and then at the end there's a puppet show with 2d sprites. I'm hoping to add a proper replay function eventually.

but both player and AI movement is so fast that I wasn't thinking about armor beyond generalities like sides and perpendicular.

Yeah I noticed this too, it's easy to get swept by how fast you can go, but I think it's something players can get used to. 
Armor is only really relevant frontally so you can either slow down and precisely aim at weakspots from the front or do a drive-by and fire a bunch of shot on the side armor. 
Maybe I'll experiment with adding a generic HP bar rather than relying so heavily on internal components.

Anyway, thanks for the feedback!