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(+1)

Very cute artstyle. I love seeing what solo developers can do for these sort of jams.

Also everyone seems to be complaining about the controls but I think tank controls work fine for this kind of game, the issue is just the execution:
1. The ship just moves too fast for the size of the levels (although if the handling was better this might be better for cool drifts, but smooth turns can be hard to portray in this art style so i get it)
2: You can't fully rotate while still (I'd turn around 45 degrees before stopping), which makes it hard to preemptively setup for that fast movement
3: The angle of the ship doesn't seem to portray the angle of movement. I would be pointing down but moving down/left, or right and up/right.

Thanks for this detailed insight, you hit the nail on the head. The third point has to do with the way I handled updating the sprite turns - basically the "physics object" you don't see rotates 360 degrees based on how long you hold down the inputs, and there are 16 sprites so every 22.5 degrees the sprite updates - which means that there is a 22.5 degree margin between what you think the angle is (due to the visuals) and what it might actually be. I tried fixing this by making the physics object snap to angles, but at least the way I tried it just ended up feeling bad to move around. So I'm not 100% sure how to fix this, but the first two points I can fiddle with already, so thanks I'll do that!