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Incognito_User

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A member registered Jun 29, 2022 · View creator page →

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Thanks for the detailed feedback!

Online multiplayer was actually something that I wanted to add but couldn't get working. I guess with online multiplayer, it's one of those things that you have to build your game from the ground up for. 

I do think that an in game tutorial would have been nice - I tried to integrate the tutorial into the game by printing the hotkeys and displaying warning labels so that players could simply refer to them if they ever got lost, but I guess it can be a little information overload-y for a first time player.

As for UI, I thought that I sized all the text properly to stop them from showing up off screen, but I'll go back and check. It's also possible that different resolutions see tooltips differently. 

Lastly,  the sandbags were ironically one of my least favorite upgrades during playtesting. They usually inhibited my movement, preventing escapes and drop collection. But I guess I'm just unfamiliar with the way of the sand...

Anyway, thanks for playing, and I'm glad you enjoyed it!

Thanks for playing!

Honestly, you have to be some kind of god to beat this with one person. I tried, and the closest I got was beating easy mode and switching to the plane whenever I needed healing. I thought about implementing a single player mode, but the behavior was too complex for a simple AI to handle.

Although for what it's worth, I do think that playing with only one player really takes away from the asymmetric design and the communication aspect, which is a core part of the game. Even when I played on custom difficulty and made the difficulty actually reasonable, it still really wasn't the same. After all, getting clapped with a buddy > getting clapped alone

It is indeed a rock

Not gonna lie, I'm surprised that no one's played this game until now. It's actually not bad, but a few things I'd like to point out:

1. The cooldowns are pretty long, and it's easy to forget when you can do things. I would suggest either lowering the cooldowns or making some kind of cooldown meter.

2. No sound. It definitely feels pretty empty without sound.

Also, I'd like to ask:

1. Is it possible to interact with the soldiers in any way? I tried to, but couldn't figure out how.

2. I noticed that the zombies have "advanced AI," but it seemed to me like they were just walking toward me whenever I was standing on the same elevation as them. Is that a planned feature?

Hey look, another multiplayer game. Too bad nobody is playing it, but glad they're finally getting some love.

Honestly, in my opinion, turn-based RPG combat doesn't mesh well with PvP, since part of the fun of RPGs is unlocking new skills and encountering new enemies.  Additionally, there was very little indication or description of what any of the moves did, so my experience more or less devolved into just picking random things to see which ones worked the best.

But, for someone who's just looking to kill a few hours with a buddy, it's not bad.

This seems like one of those games that would be fun if I actually knew what I was doing. Every time I try to drop the correct ingredient on top of a perfectly positioned burger, it always just ends up bouncing across the room out of the table's reach. Then again, I also don't play many of these types of dropper games, so it could just be that I have massive skill issue.

But man, if this didn't give me some serious nostalgia for SkyBurger...

Hey, thanks for playing! :)

Honestly, I kind of suspected that this game wouldn't be very accessible, since it was originally made for the Multiplayer Jam, where raters usually had other people. Getting two people for something like this is pretty difficult to begin with, let alone in the same room at the same time (although online multiplayer can be improvised with the use of remote desktop technologies such as Parsec).

Truthfully, even on the easiest difficulty, this game is unplayably unfair with only one player. But at least custom difficulty is an option.

Hey look, another game with vector art and tanks! Definitely feels very Awesome Tanks and diep.io inspired (RIP Adobe Flash). Only thing I would like to address is that the audio seems a tad bit unbalanced - I can barely hear some of the sounds while being able to hear the others. But other than that, feels very polished.

Wow, I'm awful at this game. The controls were relatively intuitive to grasp, but I could not for the life of me figure out how to properly execute the attacks to stop myself from getting  immediately destroyed every time I booted up the procedurally generated level. The only time I won was by camping on the ledge and ambushing enemies.

Granted, I was a bit disappointed by the lack of levels, because the tutorial made me really eager to try all the movement mechanics. But man, the time spent making this game really shows.

Hey, neat little game! Love the artstyle and animations - kind of reminds me of Darkest Dungeon.

Very intuitive to pick up, but as it stands right now, it's a little simple as there's not many actions you or the enemies can do. But the reading the features you plan to add makes me excited to see what this will become!

Thanks for playing!

The popup box for building a tank can be closed by pressing the Escape key (I forgot to put that in the tutorial) or by clicking the "Cancel" button. However, if your mouse is still hovering over a factory when you press the cancel button, the popup box will immediately pop up again. I originally had a much more intuitive system, but I had some problems getting it to work in time.

Also, it's a bit ironic that you mentioned that I had a lot of levels. At the start, I had actually planned for 15 levels, but by the time the end rolled around, I had to scrap the last 5 to save time. Not that I spent that long making the levels though - making and testing all the levels probably only took about a day total. 

Thanks!

The sliding parts were definitely the most difficult to implement, but looks like it was all worth it in the end!

Thank you!

The music definitely game the game a different vibe than I intended, but in the end, I'm glad that it all worked out!

Thanks for playing!

You're right - I didn't realize this before other people played it, but the tutorial is definitely a bit lackluster. That's one of the reasons why the description has gotten longer as more people have played my game, haha.

I'm glad you liked the AI though. I didn't have time to program in any complex strategies, so I wasn't sure if it would be too simple to be enjoyable to play against.

Thanks!

I'm glad you liked the music. Originally, I thought it was too intense for a real-time strategy game, but I left it in anyway just because I didn't really know what else to use.

This game was probably one of the harder ones to make because of all the sliding parts under the hood, but it was definitely worth it!

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Yeah, there's a part in the tutorial talking about how tanks overheat if they drive or shoot too much. This isn't really that big of a problem later on though, because bigger hulls have much better heat tolerance. So once you unlock them, you can do a lot more before you have to stop and let your tanks cool back down.

Thanks for playing!

There isn't actually a friendly fire mechanic - most likely, your tanks just overheated as they were shooting. The gray bar beneath a tank indicates how much heat it has; you need to prevent it from filling up or it'll overheat and start taking damage.

Although in hindsight, you do have a good point. The heat mechanic was pretty poorly designed compared to everything else. If I could do it again, I would probably redesign the heat mechanic to be more forgiving, or just omit the heat mechanic entirely - it just wasn't worth it for the wild card.

Thanks.

To be honest, I'm also surprised that not many games do this. It might have something to do with difficulty of implementation - I'm not sure.

The only other game that I've seen that does this is Thanks Tanks (a really old flash game that I originally got the idea from). It was relatively simple and only one dimensional though, so when I saw the theme for this jam, I figured it would be a perfect opportunity to breathe new life into the concept.

Appreciate the kind words! Thanks for playing!

Thanks!

At the beginning, I actually did try to make the game fully playable with the mouse by allowing the mouse to move the camera. Unfortunately, I had some problems getting it to work within the deadline, so I had to scrap it.

Thanks for playing!

Now that you mention it, yeah - a building queue definitely would definitely be nice, considering how much money you usually end up with at the end. 

Rip, I probably should have known that my lack of playtesting was gonna catch up to me eventually. I did think that Barriers was a hard level, but I didn't think that it would be that hard.

You're supposed to beat it by ignoring the bottom two fountains and only playing defensively at first. Try keeping your tanks near the factory (the factory's repair capabilities really help), then charging in and taking the entire map all at once when you've built up a large enough army. You do have to move your tanks around a bit to avoid enemy shells though.

You can also skip the level if it's still too hard, even with these tips. I forgot to mention this in the tutorial, but the levels are all unlocked at the start, so they can be played in any order. While they're supposed to be in ascending order of difficulty, you may actually find some of the following levels to be easier.

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Thanks.

They shouldn't, although originally, I did want to make enemy tanks take damage from overheating as well. However, this mechanic was scrapped during development, because even a relatively primitive AI took two days to make and debug, and I didn't want to spend any more time adding a heat management system to the AI.

I'm not sure if it would have made that much of a difference though. For the most part, heat doesn't really do much at the later stages anyway, thanks to the bigger hulls providing better heat dissipation.

Man, this game is hard. I ended up with like two rejected propellers for every successful one, haha.

Definitely an interesting concept for a puzzle game, though. I also like the use of the wild card making the paint stand out on the propellers. Not sure if that was intentional, but cool nonetheless.

I like this - a cool take on the theme and a polished game that looks, sounds, and feels polished. Comments from the audience were amazing as well.

I'm not sure I see the plot twist though? I got a bit distracted by the fencing, so I might have missed it.

Gonna be honest, if this wasn't a submission for Godot Wild Jam 53, there's no way I would have known that it was made for a jam. The art completely blew my mind - I never would have expected something like this to be made in just 9 days.  Pretty creative use of the theme, too.

At times, I was a bit confused on how to proceed, but other than that, well done!

I really like the atmosphere created by the art, but I wish there was more to it than a 20 second long level. Also, I feel like the light bulb mechanic could have been better - after you get the first bulb, you don't really have to worry about light anymore.

I thought the treasure was supposed to be the plot twist until I realized that this didn't use any wild cards ._.

All jokes aside though, pretty epic! For some reason, my music cut out halfway through, but that sure wasn't gonna stop me from finishing the battle!

Are those Hollow Knight character models?

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Thanks for trying anyway!

I think I'll have to make another button for the flare after the jam - somehow, during development I forgot that some laptops don't have a middle mouse. :[

Neat looking game, but is it just me or does a stick weigh like 10x as much as a single duck?

Is this just the prisoner's dilemma?

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Nice two player puzzle game, although the trust mechanics seem poorly designed. While you can sabotage your teammate, the levels require both players to proceed, so there's not much of a point in doing so.

Personally, I would say make the controls less floaty and make the platforming tighter to make a more fair game. It's pretty frustrating to die when barely tapping the right arrow immediately accelerates you to mach 2.

I like the concept, but this game feels unfinished. The pointer arrow didn't change at all, so we couldn't tell how close we were to the destination, or if we were even going the right way. On top of that, even though only the commander could see the landmines, it didn't really matter much since the landmines couldn't destroy the tank anyway.

This seems like it would be an interesting game, but unfortunately the controls were so floaty that neither of us could even make it past the tutorial :[

Gotta say, I was pleasantly surprised by the neat 3D models and 2-player design. Dialogue was pretty amusing too. Definitely blew my expectations for this jam!

Back Alley Dice Rolling Simulator '23 when?

Well the game bombed ._. but I did add a lick of polish to the post jam version

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PoV - You just rated five dice roguelikes that did the exact same thing:

Anyway, all jokes aside, this is actually pretty funny, and something I never knew that I needed until now. Not much of a game in the traditional sense, but still pretty good for releasing pent-up feelings from this jam.