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It's obviously very early, and I like the concept of a mission based tank game a lot, but it didn't come through to me if it's supposed to be more arcadey or more realistic. The tank at the moment feels like it's made out of paper and doesn't have much weight to it. It also twitches along inclines. Having to switch with 1 and 2 between aiming and not feels awkward, wish it was tied to the right mouse button (either as a toggle or as hold). Hitting enemies also doesn't have much juice to them at the moment - from what I understood it simulates the various components but with little to no feedback it's not clear when a hit pens or not and how much damage it does.

Still, there's potential here, so looking forward to where it goes!

(+1)
if it's supposed to be more arcadey or more realistic
Having to switch with 1 and 2 between aiming and not feels awkward

At the moment I'm on the fence on whether I'm going to have a simple third person aim system or a more diegetic system which has the player switch between vision ports, periscopes, recon drones, weapon sights and hatches.
I'm leaning towards the former but I'm gonna need to test both systems out before I decide what to go for.

Movement is definitely going to stay on the arcadey side, the current tank does feel a bit weightless but in general the player will control fast light tanks, so I have to find a fine balance.
For now the physics will continue to take priority.

Anyway thanks for playing and thanks for the feedback, I'll do my best.