It's a promising idea but in practice it's pretty frustrating - I think the main problem is that the enemy shots always hit, even if you move out of the way before they land. It would feel more fair if they were leading their shots rather than the shots magically landing on you whatever you do.
Cool idea but I think the player tank model should be bigger to make it easier to block line of sight to the enemy. Right now it's kinda frustrating trying to jam as many "corpses" in front of his los.
Its a little frustrating for me, mainly because every time I die most of the strategically placed dead bodies also go flying, and ill need to start all over.
I found it super hard, especially the fact that the enemy shots steer in air. I like the generated sounds and the push-back effect on the ground :) Good job for a compo!
I really liked this one! the mechanics took me a while to figure out but especially when i realized that i could fire at my corpses (how that sounds) i got the hang of it! nicely done!
The idea of the Gameplma is really great ! Having levels like challlenging Arcade mode when you have to go from point A to point B using the sacrifice to create covers. I think it could be way improved with better controls when rotating, and a little augmented delay from when the ennemy see you to when he start shoot at you.
Nice game, the only thing is, make it so you have longer to hide becuase I found it quite impossible, Overall good game, next time, polish it a bit more :D
You have a really neat concept, but it was very very hard, to the point where I put it down at level 2.
The lock-on time was especially brutal, and made it nearly impossible to get behind the tiny cover of a dead tank. This was exacerbated by the fact that the controls were warped ever so slightly be the camera perspective, so that when I hit (for example) right, I would actually move up and to the right.
The multiple spawn points in level 2 were also a bit tedious, as they meant that I needed to do the exact same work twice, once on the left half of the screen, and once on the right, until I had a path for the two sides to meet up.
Despite my nitpicks, this is a unique idea, and I think it could be polished up into something that's pretty fun! Great job, especially for a compo game! :)
Very good concept and a nice take on the theme, well done. The thing that annoyed me the most was the camera perspective, i think a more top-down camera angle would have been better.
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I think it could be way improved with better controls when rotating, and a little augmented delay from when the ennemy see you to when he start shoot at you.
Great job here :)
The lock-on time was especially brutal, and made it nearly impossible to get behind the tiny cover of a dead tank. This was exacerbated by the fact that the controls were warped ever so slightly be the camera perspective, so that when I hit (for example) right, I would actually move up and to the right.
The multiple spawn points in level 2 were also a bit tedious, as they meant that I needed to do the exact same work twice, once on the left half of the screen, and once on the right, until I had a path for the two sides to meet up.
Despite my nitpicks, this is a unique idea, and I think it could be polished up into something that's pretty fun! Great job, especially for a compo game! :)