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A Wii Tanks roguelike is one of the better ideas I've seen here. The high fantasy theming has allowed you to have far better art than that game, which is especially helpful considering how this is ultimately a pretty casual sort game. But it also creates some issues. It's much easier to sell sluggish movement as a tank than a person. It simply feels wrong to be moving so slow here. I don't know if speeding up too much breaks the formula, but it's worth trying out if you haven't done so already, or otherwise adjusting the presentation in some way with an excuse that feels more intuitive. Moreover, the enemies as fantasy monsters fluff could have been an opportunity to communicate what's unique about their attacks a lot better.

Thank you for playing!

I think right now the speed is well suited for the kind of situations the game puts you in; maybe once I add in more content my opinion will change. It could also be that the currently unfinished movement animations are what causes this feeling too, I know it does a bit for me. Further passive items could also help this.

I'm not sure what you mean about communicating unique attacks - each enemy has their own bullet visual, but of course until you get shot you won't really get a feel for it. At least for now since they're sorta standard, just changing speed and bounces. Later on I'll add more variety in this regard. Did you mean something else?

Thank you for the feedback! If you have any feedback or suggestions about specific items I'd love to hear about that too. Be sure to download the newer version if you give it another go!