Offer your ideas
Make deliveries across a frozen wasteland in a WW2 tank fitted with a storage bucket and claw arm. · By
Very well done, donated $10! You're very talented, please keep it up!
I would have loved for there to be a little radio in the tank. There could be in-game music, or maybe transmissions from the different settlements, or perhaps someone you communicate with. You could even have lore audiotapes you could find, or perhaps mysterious transmissions what you have to decipher or locate. Could be an interesting mechanic to aid the ambience and lore. The silence took away from the experience a bit for me. I put on western slide guitar music in the background while I played it, It felt very fitting. Like RDR2 but snowy and post apocalyptic.
In any case, fantastic work! I would've paid $5 -$10 for this on Steam.
well, the ability to save the game is needed before everything else, obviously.
next, i'd say, a controller support: even though it is trivial to map controls through the Steam Input (by adding a non-steam game to the library), i don't think it can enable this precise acceleration/deceleration that gradual pressing of the trigger buttons gives you with proper controller support.
also, an option for the free camera during cargo loading would be nice. which is to unlink the movement of the camera from the movements of the tower/arm, and set the position of the camera manually. because with this view from up-top (and with weird collision (the stuff freely going through the cargo bay walls while loading)) it is not always clear where exactly does it land. consequently, the whole process is tedious and irritating, at least when you have to deal not with some odd-shaped junk (just shove it in there and keep rolling), but with square/rectangular cargo that needs to be neatly stacked.
i'd even say that if a project gains traction (no pun intended), it makes sense to give a casual player an option to fix (at lest these rectangular ones) cargo in place, kind of like in Mud/Snowrunner with logs, or heck, even in Death Stranding with containers. maybe not from the get-go, but as a purchasable upgrade? although, without it present from the start a lot of people will abandon the game after the first half an hour, so maybe as an easier difficulty level?
also an option - additional cargo spaces. for example, while delivering an almost full cargo hold i came across an expensive ahh i-beam, so i chugged it between a cargo hold and a tower. neat, but what about also "tying" some to the sides of the armor, like we sometimes see in those ww2 photos with random ahh logs? that would be a nice upgrade option.
and a little quality-of-life thing: while changing game's volume in the OS's mixer is always an option, having an in-game volume settings (general, engine, music) would be much more convenient.
all-in-all, game's scratching a very particular itch, so it'll be able to find a loyal, albeit niche, fanbase. but also, even though it's rather simple in terms of looks, it is looking cute and, most importantly, coherent, like a proper game (well, not like - it is one), which opens the gates of a mainstream appeal. so given a proper execution, i fully believe that it can not only be a little gem that only a few know about, but a rather recognizable name generally, with console releases and all that jazz. if possible, do not abandon the project, give it some more love and care, and it could be the beginning of something beautiful. and in the world of safe bland re-reused corporate slop we do need more beautiful. good luck with the project.
I request that you add an option to invert backwards movement controlls.
Since I play a lot of WarThunder and am used to controls that mimic how tracks work in real life, I request that you change from the regular video game car control that make you face the same direction if pressing W+D as S+D to controls that make you face right when pressing W+D and left when pressing S+D.
Or at least add an option for it. Most players might be used to GTA style controls but this only allpies to wheeled vehicles.
Pwetty pwease
It's a cool concept.
I liked the game overall: the atmosphere and the movement.
Among the disadvantages: the difficulty and the near corner of the box to pick up the load, involuntary drift, during descent or ascent during zigzag, I did not see the night, the music is only at the end... I see the time. But despite all this, it was REALLY NICE to play.
Among the suggestions: Painting the car, the ability to turn off the engine and changing the shape of the car
Thanks for the creation and the opportunity to play.
Basically it's death stranding on minimal in a dieselpunk setting (or something like that). I enjoyed it, but was a little frustrated by the lack of an ending and saves.
suggestions:
- saving the game
- work on the inventory. With the current system it's more of a torture - because of the colliders, items can jump out and fly away when trying to place them. You could look into inventory management like in classic resident evil games (using slots)
- When driving into town, you have to put items out of the body in order to sell them. It would be better to be able to sell items without having to put them out, just by selecting the items you want to sell in the interface
- ending
- Low Roar tracks starting to play suddenly while driving
Ok heres some thoughts on the game plus some ideas for the game
Firstly, the spike tracks should be toggleable insead of having to hold the shift button. Secondly, there should be a way to recover your tank if you get it stuck because i got my tank stuck on some bits of destroyed building. those are the only things that really bothered me.
Now for the ideas i have...
1. Fuel/ durability system. You'll have to worry about running out of fuel, this could be mitigated by fuel tank upgrades and extra fuel canister upgrades that attach fuel can holders for emergency refueling. You'll also also have to worry about breaking your tank if youre too rough with it, this could be mitigated by upgrading the durability and repair kit upgrades for on the go repairs! Both fuel and tank health can be replenished at settlements for a small fee of around 100 dollars. This mechanic should be able to be disabled if the player wants an easier time.
2. Environmental/ weather hazards. Different hazards that pose issues for your tank. Deep snow can slow you down to a crawl and could possibly get your tank stuck. Thin ice could make crossing ice lakes trecherous, meaning one misstep could leave you sinking into a watery grave. Lightning storms could damage your tank and disable any electronics like the radar or the headlight.
3. Different upgrades. Different types of upgrades that have pros and cons. For example an upgrade that converts your tank to an electric drivetrain that has the pro of increased acceleration, torque, and efficiency, with the con of less top speed, heavier weight, and slightly more expensive recharging costs. Maybe it opens up an upgrade path that lets you put wind turbines on your tank so you can passively regenerate battery charge when its windy.
4. Alternate tanks. Different tanks for different playstyles. There could a lightweight fast tank modeled after a snowcat with less storage space and better fuel efficiency. And maybe a large, slow tank with a lot of storage space but its slow, cumbersome and it eats through fuel. Maybe throw in some fun vehicles like a snowmobile
And thats pretty much all the ideas i have.
Hey, good little game, enjoying it. Controls are pretty slippery but if I'm understanding, that's the point. Good mechanics, world just needs a bit of fleshing out. It would be cool to have different characters at the different settlements pop up during the elevator selling sequences, give it a little depth of world building. Nothing too crazy, but I was thinking along the lines of just some dialogue and a character portrait. Maybe some "settlement" ambiance in the background too, who knows. Make it a little Frostpunk, or Disco Elysium. Also, seeing the Dunkey reference in the video you made, have you thought about contacting Big Mode? I'm sure he'd be interested.
Anyways, I'm gonna keep playing it and see if I can come up with anything else. The tank is super cute, by the way, it's a character in itself. Massive potential for little figures.
I had a blast playing this, I super excited to see where you take this game!!! I think if the claw was able to collide with cargo in your storage that'd make fitting things in a whole lot easier, though being able to rotate the claw is a very nice mechanic. There's a little handle looking extrusion on the back of the(truck, tank?) that looks like it could be grabbed to allow you to empty all of your storage at once, which could be a nice and quick way to drop everything quickly. I also had some problems with cargo colliding with itself and flying out of my storage.
First off, Amazing work on this game so far! It's been very enjoyable delivering through the winter wasteland.
An "Unstuck" button of some sort or some other way to get the tank to wiggle off of an obstacle. Ironically my final mission, with the thermobaric bomb I go the bomb in the tower retreated safely and while parking to watch the view got stuck on a pipe, I guess it's a fitting end to my terrorist act.
Make time pass even if you are immobile. My first trip to the Radiotrician was a tad difficult because night fell and i could no longer see the power lines and night would not end till I decided to back track and drive around for a bit.
Like stated by another person a cargo or claw cam would be nice to see what you're doing back there.
the claw can tilt but it should also be able to rotate so i can pack the cargo nicer and not have it clip into the other cargo and launch out of the box. This brings up the next issue.
Cargo pieces need the physics toned down when packing and unpacking them. I've had a few instances where boxes would do some pretty sick flips when placing them down, which is fine but the fragile cargo pieces get absolutely devastated by that happening. Pretty annoying to almost completely destroy a delivery while attempting to place it gently on the elevator.
Tank style controls would be a cool option
Ability to just toggle the track claws on and off rather than having to hold down 'shift'. save our pinkies!
More lore stuff, love the last words from all the destroyed tanks more little stories like these sprinkled throughout the world are cool
Tank Customization/decorations to make our tank OUR tank!
A friend and I were discussing the great ambience of the snow & tank, and thought it would be nice to have a cockpit view one day, with a muffled soundscape to rumble around in. Just a cozy thought, good for long form streaming the game and feeling/sharing the atmosphere. I think there's people out there that might find it nice to work to even if they weren't actively playing themselves. Anyway, more importantly, good luck with the project, love the idea!
Overall concept is very interesting but the #1 priority should be improving the physics and collisions imo. Items feel extremely floaty and weightless, including the vehicle. Cargo will float and fall off as a result of very little movement and the buggy collisions make loading cargo very tedious with a high chance of an item pinging into the air and getting severely damaged/going too far away to bother recovering. Loading and organizing cargo is also quite tedious because of this, plus the lack of collisions while the item is on the arm. It'd feel a lot better if I could press an item into position/push items with my claw rather than picking it up and dropping it 4-5 times in a row and jiggling my vehicle hoping it will get into position.
I know this is early days yet but I'd warn against putting the game on Steam until the physics/collisions get improved enough to the point you can quickly load cargo and prevent items pinging away whilst loading. I enjoy what's here and see a good future for the game but I'm spending more time trying to load items than doing the deliveries themselves, and often losing items due to the weightlessness and weird collisions.
great game, I love the concept, and the execution is amazing. my only suggestions would be to make the tread spikes togglable, and add some customization (paint the tank different colors/camos, add decals, maybe even allow players to add their own, kind of like how Sprocket does it), and maybe add some survival elements like tank durability. also, please make the tank fall faster, I've had at least one occasion where I got stuck bc the tank pitched down too slow while cresting a hill, and I couldn't get traction in time to stop. also remember that this is your game, you shouldn't feel obligated to add any of the suggestions, you should make your game, how you want it to be
Greetings, and my apologies for what is about to be a very long and probably rambly bit of feedback/critique. I genuinely don't want to leave you with the wrong impression, but I thought the best way would be to as thorough and descriptive as possible. With that in mind, kudos for all your work thus far and I hope that some of what I wrote here can be of use.
The atmosphere of the game so far does a good job of working in tandem with the little bit of world building you have implemented so far. I can tell that as time goes on, these little things will add up in terms of intrigue and then'll be wrapped up in a quaint little dad-game/cozy game. However you might want to put it. Your devlogs demonstrate a great insight into what you're working on as well as the ambitions you have for the future. I don't think it'll be an easy road for you, but you can absolutely turn this into a 10 hour experience with hard work.
One of what I think is this game's biggest strong suits is what you have in terms of art direction. It's incredibly minimal, and yet you managed to squeeze really eye catching and interesting details into the tank's geometry. I won't try and pretend that everything has that same level of polish, but I think you can get there even while striving for great performance on people's hardware. All of the art direction implemented right now gives me Evangelion vibes due to the poles and rebar littered across the landscape. That or I'm really letting my latest rewatch get to my head. This is all to say, you're doing really well to sell people on the vibes thus far.
Moving on, I've had experiences that I want to put out into words so you might be able to glean something to improve upon. I've already read people's comments asking for controller support, but I don't think you should think about that until the physics is more user friendly. Rather than offer solutions in this department, I think you should just make sure you've played the game with a controller and gotten others to do the same. Really get a feel for how your current systems may impact controller users' experiences. If thus far it's felt jank on mouse and keyboard, it's not a big stretch to think it'll feel really bad on a controller without any tweaking.
The next point I want to make is a double edged sword and it's about the night system. The variety and challenge that a night can bring goes without question. I even think I enjoyed it for the first two nights while I explored the lands around Babel. That feeling started to change when I felt like nights were vastly longer than day. I don't even know that I ever witnessed a sunrise. This really didn't help when I was struggling through the ice section and felt my best course of action was to die or reload a save and then spam the skip to day option to ensure I actually had enough visibility. I'll touch on that more in a second. I think the easiest way to fix this problem is to make the ambient light levels a little brighter. To support this, after I destroyed Babel I had a night time moment that was breathtaking thanks to clear skies and a vast array of stars above my head. I could drive basically wherever I wanted and navigate by the pale glow of stars above. That was fantastic. I know this is a rather subjective gripe, but the contrast between the starry glow and the oily ink of other nights made me yearn for more stars. That said, I don't think it's fair for me to expect a solution when this is such a subjective gripe and the workload to fix this seems like a non-trivial matter. If you ignore anything in this essay, let it be this night time gripe.
My last problem with how the game feels right now is related to the ice biome around the radio outpost. I am all for areas with their own ideas and mechanics that help strengthen a player's journey. As you mentioned in your latest devlog at time of writing, it's what makes Zelda exciting. Yet, the ice biome needs at least a once over to polish out kinks and make sure you're clearly communicating to a player what is and isn't possible. I think the biggest thing, is there needs to be some kind of way to be warned when you're about to be drowned. Too many times did I find the deep end of the pond because I drove a centimeter too far into no no zone. Not only did I not have a clue what was too much and what was barely above the threshold, but I felt like I lost minutes off my life when this kept happening. I'm not sure that this is an easy fix either, but some way to know what depth of water is safe and isn't would be helpful. Maybe a small grace period to reverse when treading through water as well. However, the truly easy solution I think comes in the form of fixing how traversing the ice fields is communicated to the player.
Taking things slow, watching for cracks, and following the wires are the three things communicated to the player. Lets start with the wires. The night issue rears its head here again because as soon as night sets in, you lost that waypoint that Gas outpost tells you is so valuable. I'm not sure if the dynamic weather could allow for the stars to appear one night to glow just enough, but there was no way I was going to go back and forth between settlements while attempting to cross to see if that might happen. That said, the language at time of writing makes it seem like following the wires will be enough to avoid any falling in and dying. That's to say, the game felt like it was teaching me to avoid falling into the water at all costs. So, I was pretty surprised when I got to the leg of the journey between Poles 3, 4, and 5 and found myself repeatedly dying. When you come back through this area with the Ice Scanner, a player can see that this section is largely made up of Red and Orange difficult zones. Going through it the first time, you're not really made aware that there are tiers of danger to the ice or even that you can survive in the water by straddling the line between sinking and swimming your tank along. If you played Death Stranding, similar mechanics in that game may have helped you here, but it won't help everyone and it's not something that needs to be required knowledge. Unfortunately, this also meant for me that the going slow and watching for cracks mechanics that the game had taught me at the start of the section were largely out of the equation as I needed to cross between land bridges via carving shallow paths in the ice. This entire section was a blend of anxiety and frustration as I dreaded falling through the water at just a centimeter too deep and losing my progress. Not a great feeling.
So that's a lot to take in, but I think this also has the easiest solution already ready to go and is diegetically pleasing. There are buoys scattered around the land bridges that are intermixed with the wave breakers. These are actually how I figured out I needed to use the land bridges at all, as opposed to unquestioningly listening to the advice from the Gas outpost. There are a few that are positioned well enough that made me realize that not all of the terrain under the ice was deep enough to drown me. If you use the buoys or some other diegetic detail (think lost tanks in impassable zones) I think this area could avoid being frustrating and a nice world building area. Sprinkle in some details about how a tank drowns in the lead up to the land bridges, and you can guide players along intended paths of varying difficulties for more fun. Again, consider also throwing in a visual cue on the tank for identifying water that's too deep or just give us a grace period to reverse to more stable ground.
So, I just yapped a whole bunch. All in all, I genuinely wanted to offer you advice on where I think you might improve. That said, none of these points are concrete or will be felt the same universally among players. Don't let me dictate how you change the game, but I hope this gave you some ideas for how to improve the fun. If nothing else, playtest.
The last big thing I want to bring up is a bug I think I noticed. I'm not sure what exact circumstances caused it to happen, but it seems like packages can lose their collision and vanish through the floor when too close to the floor and the bottom of the tank. I had this happen with a couple of junk pieces while on elevators as well as with delivery items. I think they only happened on elevators, but I may be misremembering. It's kind of hard to notice what happens to the item once it's glitched, but it seems like it starts falling beneath the map since it seemed like that's what happened when one managed to still have some data tied to my claw on the surface. Most of the time, they just seem to go invisible or are already so far vanished that they don't interact with my claw anymore.
That's all I had to say and I think I really ought to apologize again for the length of my critique, but that's unfortunately just within my nature. I'll look forward to future devlogs and picking this up in the future once more has had time to grow and accumulate. Best of luck coding and have fun making Deep Snow Delivery.
Good afternoon
The game is great. The climat, gameplay, graphics, it all comes together into a fine dish
But more mechanics would be nice
In the first devlog the idea of fule managment was trown away do to a lack of time but I think it will be a great addition
So my idea is to make two dificulty levels
Normal - no fule and heat managment
Hard - fule and heat managment
Fule managment is easy to grasp (no fule=restart)(tank capaciti and fule efficenti upgrades)
If you want to re-fule you either buy fule in one of setlements or pay in one of the fule rigs (new structure inspired by the ones from Girls Last Tour)
Heat managment - it will affect the tank (lower the heat, lower the movment speed [since the axels and engine are frezzing]). Isoletion layer and better heating upgrades
New turret
At the start of a new save you will be able to choose betwen claw and magnet
Magnet turret is going to be a crane at the back of a tank with magnet on it's wire (this will replace the box on the current tank)
How it will work - the stering will be similar to claw, Q and E will move the crane up and down and scroll will controle wire lenght. It will also be able to pick up multiple items at once (but it will be harder to separate things)
Upgrades - magnet size, wire lenght
New upgareds
Snow plow - slighty faster movment and better grip to the ground
Lighst 2 and 3 - wider cone and longer cone (LIGHT UPGRADES MATTER!)
That's it. Pleas keep up the good work, waiting for a new update
I would recommend three things in particular:
-A way to control throttle, putting a slider or diagram of a manual transmission with a stick should work well.
-Change the tread spikes to use a toggle instead of holding the key, many pinkie fingers will thank you.
-The ability to cancel a delivery, we’re kinda stuck with any delivery we accept, accident or not.
Nothing else really comes to mind, I will certainly be watching this project with interest!
I saw someone else say this, but having a way to secure your cargo would be nice. Maybe at a later station you could get a toe strap upgrade that lets you tie down your cargo to reduce your chances of having something fly out of the back when scaling hills or mountains. The obvious trade off would be that putting scrap into your tank while between settlements would be difficult because you'd have to undo the straps and pack in the new stuff before tying everything down again.