This is pretty fun! I keep getting destroyed pretty easily, but it's still fun. Graphics are simple, but clear and the gameplay was pretty intuitive (except I kept forgetting I could dash). Great job!
The game got really hard towards the end, but I enjoyed the experience. I felt like my gun got destroyed a little bit too quickly, but I managed to repair it most of the time.
Tried three times and finally won, very fun. I didn't pay too much attention on the goal at first try, just movement and skill, very comfortable.Good work!
12 hours!! Wow!!! The gameplay is simple and fun, the dash mechanic adds just enough to make the basic movement so much more interesting. I like the concept of your gun breaking after a while and having to pick up a new one, either from fallen enemies or from a supply crate. For a full game, it would be interesting if enemies can have different weapon types, and when your weapon breaks and you pick theirs up you use their weapon type... just a thought. Great job!
The graphics are clear and easy to understand and the controls are simple and responsive.
The dash mechanic is a neat way to make it possible to dodge enemy attacks without making the game feel too fast-paced, but when playing the game I mostly used it to dash towards the goal line as quickly as possible. I did have trouble activating the dash sometimes, but I suspect I just wasn't performing the input correctly.
The idea of the breaking gun is neat, but in practice it feels no different to an ammunition gauge with a special animation and model when you run out of ammo. I realize that being hit by enemies will also damage the gun, but since the player is generally trying to avoid being hit anyway, it ultimately felt like it didn't have much impact on how I played the game.
Applying the system to enemies as well as the player did sometimes encourage me to target enemies quickly before they use up their guns, but just as often it led to me ignoring an enemy, knowing that he would soon run out of ammo and become harmless.
One place the system did come into play nicely was with the boss, and how it followed the classic shmup boss trope of how you destroy all of its weapons. It was immediately clear how to approach the boss, even without prior knowledge of this kind of boss design.
Great music choice and I loved the design of the main character. The game is exciting to play, and I really appreciate all the small details that you added: the bullets have a nice outline that make them really stand out, the enemies' movement is unpredictable (really keeps you on your toes...or stops you in your tracks --- you are a tank, after all). When lots of bullets are flying on the screen it is really fun to dodge the bullets, and I loved the way you showed that the DASH meter is slowly recharging (one letter at a time) + cool trail effect on dash.
This was great! I felt like a real George Patton with my forward assault. The boss was quite a doozy, but I managed to beat him on my second attempt. Really enjoyed this :)
Interesting, fun game. It seemed a little difficult to me, since the boxes were not often found and the charge often ran out, but this cool game. And the musical accompaniment also liked it.
Comments28
The graphics are clear and easy to understand and the controls are simple and responsive.
The dash mechanic is a neat way to make it possible to dodge enemy attacks without making the game feel too fast-paced, but when playing the game I mostly used it to dash towards the goal line as quickly as possible. I did have trouble activating the dash sometimes, but I suspect I just wasn't performing the input correctly.
The idea of the breaking gun is neat, but in practice it feels no different to an ammunition gauge with a special animation and model when you run out of ammo. I realize that being hit by enemies will also damage the gun, but since the player is generally trying to avoid being hit anyway, it ultimately felt like it didn't have much impact on how I played the game.
Applying the system to enemies as well as the player did sometimes encourage me to target enemies quickly before they use up their guns, but just as often it led to me ignoring an enemy, knowing that he would soon run out of ammo and become harmless.
One place the system did come into play nicely was with the boss, and how it followed the classic shmup boss trope of how you destroy all of its weapons. It was immediately clear how to approach the boss, even without prior knowledge of this kind of boss design.
It's a shame you can't ram other tanks when you run out of cannon, that would be a great addition to the gameplay