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AmyMialee

14
Posts
A member registered Oct 08, 2019 · View creator page →

Creator of

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It very often would go through walls, and was a bit hard to keep hold of.

I'd say tank controls ironically enough just aren't great on keyboard in a top down game, it's a nice idea to go for but it doesn't really work too well in practice. I think leaning off the realism and either having turning on the spot, or just full on removing the tank controls and using traditional movement, would be ideal for improving the movement feel.

Same goes for the aiming, I feel like moving to something like mouse aim would feel best, and lead to a more fast paced gameplay style, otherwise having some aim guide would help a lot, since needing to watch the tank cannon makes it overly difficult to hit a distant small target.

The time level got really annoying when platforms would get stuck on walls or push the player out of bounds, it felt really inconsistent on if you can do it or not.

Nice idea outside of that but the mouse controls make it really not suited to that time limited style.

Also B being on top was really confusing.

Big fan of Angry Birds Space, and this was nice.

Didn't ever feel too challenging though, outside of some overly precise aiming needed at times.

It's pretty nice but as the upgrades go on it doesn't feel quite as good to play, as enemies become hard to target and such.

The camera move could be slightly less dramatic, otherwise pretty nice.

It was silly but the camera really threw me off hard.

The art is nice but the inputs are a bit weird and the logic can get a bit confusing.

I do wish we could fast forward the text, it's ever so slow, probably the biggest issue I have with this.

It does feel like the camera is incredibly pushed in more than it needs to be, it would be nice if we could get a wider view.

Not a huge fan of this one, the controls are quite the pain, and the customization isn't all that intuitive.

I love the idea of building a custom tank and doing a fight with it but it's so hard to turn or aim that it never feels fun to use.

The game's visual polish could use a lot of work, with sprites using incorrect settings, and hitboxes not aligning with textures.

The gameplay mechanic is unique but doesn't feel the best, especially with the multiple softlocks on stage 8.

It's nice, and has potential.

I think it is very nice, and fairly pretty, but the magic system was hard to understand, like where should I put the box to get the most magic returned from it when its no longer useful.