scienitive 2021-04-26 23:12
The game is really good especially for 10 hours of development but I couldn't find anything about theme?
Foon → Ludum Dare Explorer → LD48 → Taaanks!
By squerf
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 499 | 3.39 | 26 | |
| Fun | 273 | 3.60 | 26 | |
| Innovation | 743 | 2.66 | 26 | |
| Theme | 897 | 1.63 | 25 | |
| Graphics | 384 | 3.54 | 26 | |
| Audio | 574 | 2.82 | 25 | |
| Humor | 437 | 2.50 | 20 | |
| Mood | 527 | 3.11 | 24 |
The game is really good especially for 10 hours of development but I couldn't find anything about theme?
Thanks! And you're right, it was one of those times when the game took its own route and not much of the theme survived. This is my first experience of Ludum Dare so I guess I'll find out quickly how important the theme is to folks!
For anyone else that is confused, you're able to move with both the C and N keys, and it moves in the direction the tank is aiming (it's unclear what the icon for move is in the game's font).
Thanks for that feedback! I've updated the on-screen instructions to be easier for those using a keyboard :)
Daaaamn, really impressive little game, especially done over the course of 10 hours! I've never used Pico-8, but I'm always amazed by the cool stuff people can do with it. I should try it out!
I love the graphics and the sound design, it looks very polished overall. Would love to play this against my friends :D Took me a while to get used to the controls tho, I kept pressing left/right to move. Also my main issue with games like this kind of shooting mechanic is that I find it hard to aim reliably when using anything else than the max power. I wonder what UX solution could be done about this?
Thaaanks for the nice game :P
Thank you for the comments! I agree the controls take some getting used to - I was kindof aiming for an old school feel but it's pretty unforgiving. If I revisit the game, I might add a line to show where your shot will go or something like that :)
This is very similar to Worms. I like it.
I like tank games, even if they rarely offer anything new... but your game managed to be innovative in 2 distinct ways: - The game looks really cute for a tank game - The minimap elevates the gameplay experience
You have something very nice here... I would love to see the game updated with more levels! :smile:
Thanks for the comments! You know, the minimap was literally a last (ten) minute addition :D
Really great graphics and polish. The terrain breaking & the mini-map was a very affective touch. It reminds me a lot of a tank game I played at school and its very impressive for a 10 hour job. Constructive feedback-wise, I think there could have been some sort of random generation / increasing difficulty for replay-ability :)
Thanks for writing a comment! The terrain generation definitely needs improvement if I get back to this later :D
How did you do that in only 10 hours? Oo
That's just really impressive! The game is quite fun to play, and it looks amazing (plus I love Pico-8 games, they usually look so good, and yours is no exception)
Just very impressive to do that in so little time!
A nice little game, I do enjoy the old school athsetic.
Wonderful aesthetic and style! The game is clean and reads well and the movement of the tank and the arc of the shot feel just right. Terrain modification was also a fun touch! As others have said, controls feel quite awkward at first, but they do start to become more intuitive as you play(I just wish I could move independently from aiming). There's not a whole lot to it but this feels like a solid foundation for something interesting, hope that you keep working on it after the jam!
Eyyy, managed to win!
Pros:
- Arcade'y old-school look nostalgia (reminds me of Pegasus Contra color-wise) - Like the background colors and overall color pallete used - Clear, dead-easy mechanics and controls - Destructible terrain
Cons:
- As someone pointed out, there's no really much theme in there (don't worry, it kinda hit my game as well this time haha) - Game begs for any type of music - VERY LOUD SOUNDS
Overall a good game for Compo, not for this theme though :sweat_smile: Great job nontheless!
This game is super polished especially for only 10 hours of work! Makes fun, the AI could be a tad better though :smile:
This is extermely well done for a a game made in 10 hours. I like how the AI does have some autonomy to target other tanks and will move closer to other tanks if needed. In one iteration a tanke came to my side of the map, but in another there was a standoff between two that were firing and missing each other in a sad stalemate I was able to resolve by just destroying both :smile_cat:
At first I thought the map was part of the enviroment. It was positioned in a way that it seemed I was in a tunnel instead of on a hill.
I have never made a Pico-8 game but I like the style. I'm not sure if the limitations made this game harder or easer to create.
I am assuming that each time a level is randomly generated. The first few were very high and had room for me to "dig deeper" with craters from my cannon. On another though the game started out very low, so there wasn't much ground to dig into. I liked the dips and valleys, but for the one that seemed to start with only 3 - 5 levels tall It didn't make sense that the ground stayed connected and didn't create holes seperating the sections. I know the practicality makes would require you to add things like a tanks ability to jump to get over the holes or a way to prevent a player from winning by just cutting themselves off as a passifist. I wonder if there should be a minimum height of ground generated so it makes sense to have high peaks and valleys even if it starts off relatively flat.
Haha, I totally understand the rush, as I usually only allocate about 4h to jam.
Therefore, using Pico8 is a must for me.
The GFX are much better than mine, and the minimap does indeed take it to another level. Great game!
Cute, good looking, and nicely finished game. The destructible environment is a nice touch, perhaps this could play a bigger role in the game? The move control is weird, why not make it "twin stick" with A=left D=right? Perhaps zoom the scene out more? Most things happen on the radar, but it's too low-res to aim accurately.
extremely cute game! shooting was a bit sluggish but overall amazing considering the timeframe it was made in
This is really well made - especially for a 10 hour project. If it was a bit harder, I could see myself playing it all day haha
Okay, this doesn't really fit the theme, but it's fantastic fun! It's like Worms, except it plays out in real-time, so you have to really pay attention otherwise you'll get blown up before you've finished aiming. The graphics and sound effects are all spot-on. The controls took some getting used to, but you did the best you could within PICO-8's limitations (for the benefit of anything not familiar with PICO-8, Arrows/Z/X are the only control inputs allowed, so @duo-afgebeld's suggestion to make this twin-stick is simply not doable).
For a first-ever entry - and especially for just 10 hours of work - this is amazing. I'd love to see what you can do in this engine with more time available to you.
Cool game, plays well, art is nice. I like that the minimap shows the projectiles aswell.
My only complaint is that the sounds were a little bit noisy in my ear.
Just a solid little game, good job!
Great seeing another Pico-8 game and I liked playing. I like the destructible environment.