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Road to Tripoli's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Appealing Theme | #9 | 4.100 | 4.100 |
| Overall | #11 | 3.560 | 3.560 |
| Satisfying Interactions | #12 | 3.800 | 3.800 |
| Compelling Gameplay | #12 | 3.800 | 3.800 |
| Stylish Visuals | #17 | 3.700 | 3.700 |
| Made Me Think | #26 | 2.400 | 2.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Made a feedback / first-impressions video for you. Pretty cool start and hopefully this helps!
Good work!
Was the game enjoyable? Could you imagine playing a longer version?
Yes, enjoyable game. Not sure I would play on PC, would very likely play on mobile.
Was the boss too hard/easy?
Managed to beat on first try, think that's good for a first boss.
What was frustrating?
Running out of ammo for the basic gun and having to wait for it to reload.
The cannon ammo ended too quickly, considering the impact of the weapon.
The heavy caliber gun reload time felt long.
Control scheme was a bit uncomfortable (spacebar for heavy weapon).
What did you wish you could do?
Have some defensive option (shield, dash)
I haven't played these type of vertical scrolling shmups in a while. I quite enjoyed it, but it isn't really a genre I play much any more.
The boss felt about right for the first boss.
The movement felt slow and sluggish compared to what I remember from games like 1942 or Raiden.
I had trouble with the aiming. It took me a bit of time to adjust the aiming to the vertical scrolling of the world. For a while I was missing because my intuition was that the enemy was stationary, but really it was moving with the world while my bullets weren't. Mostly I started to shoot vertically so I didn't need to counter for the world motion.
Having the option to change the default shooting mode in the menu screen led me initially to think that I only had that mode. Luckily I had chosen the bigger gun, so when I ran out of shells I realised that I could shoot the machine gun as well.
It was a lot of fun! What drew me in is the games I grew up playing that were similar to this one, it's good mix of simple arcade tank shooting and a bit of challenge to continually move and dodge enemy projectiles.
Seemed overwhelming at first visually, but was overall pretty easy for me. I probably also lost more health than I realized by the end of it.
The aim seemed a bit...not accurate at times? Like the rotation of the tank had some sort of lag to keep up with the cursor, which I get since it's a tank game but was a bit too slow causing my aim to seem a tad off at times.
As others said, the space key for the alt fire is a bit odd in my opinion. I actually didn't read the controls the first time and just tried to figure it out for myself and never hit the space bar to try it until I read controls the second time. Even something like right mouse might be better.
At one point there was a floating object in the middle of screen near my tank and I didn't know what it was, at first I tried shooting it. Then I went over it a few seconds later and it said I won the game. Had no idea what happened or what it even was lol.
I wish I could upgrade through your upgrade shop! Haha, all jokes aside...I know it's not there yet but I think this would make it much more replayable for sure because right now it's kinda just a one run and done kind of game and it's hard to actually continue your current session when no upgrades are currently present.
Overall it is fun and I like the style / theme you have going too!
That was a lot of fun! Beat the game.
Thank you for your feedback!
What would be a reward besides score or progression? Progression as in unlocking things in the not yet implemented shop?
Ah by progression, I meant just getting to a higher level. I guess "rewards" like unlocking more weapons/new ways to play, or cosmetics, or some sort of light story would be enjoyable for me.
Ah yeah that makes sense. I think I also read the sentence entirely wrong ^^. Thanks clearing that up!
Hey, I will drop my feedback below:
Was the game enjoyable? Could you imagine playing a longer version?
I think overall it is an interesting concept, the pixel art is very good as well. However it should have more variety and better juice to make me want to play a longer version.
Was the boss too hard/easy?
It was ok, the bombing zone was a little overwhelming and I wasn't sure if the bombs were gonna hit me or not.
What was frustrating?
I would like some "no ammo" feedback when I try to shoot with no ammo. Having some input buffering or shorter shoot CD could also be good.
The explosion shoot feels too small for all the time it takes to shoot.
I find it odd that the secondary shot is in spacebar instead of right click.
Imo the tank should not be allowed to move sideways or diagonally while its sprite is facing forward. It breaks the inmersion a bit for me.
Reloading animations feel off, I would expect some ammo movement instead of a charging blue bar.
It's difficult to know when I'm being hit with just the glowing bar, since I'm looking at the enemies most of the time.
What did you wish you could do?
I would like to destroy the buildings, vehicle trails on the ground when they move, screenshake on bomb explosions.
Having the upgrade shop available with different builds based on my choices.
Having a dash/turbo could be interesting.
Hello! Please find my feedback and a recording of my playtesting session below:
Was the game enjoyable? Could you imagine playing a longer version?
- Yeah overall I'd say it was enjoyable. I'm not very good at these kinds of games but I had fun while playing it. I think if you could get upgrades etc each time you defeat a boss to make your tank more powerful that is a real fun loop. (Apologies if you could do that after the boss - again I am bad so I never beat it.)
Was the boss too hard/easy?
- I don't think the boss was too hard, but I am bad at the game so I didn't beat it :P I didn't notice the boss health bar until I looked back at the footage. Maybe putting it at the top would make it more obvious?
What was frustrating?
- I didn't realise at first that I had an alternate fire. Again that was mostly on me for not reading the itch page first, but maybe some key bind button above the alternate fire would have made it more clear.
What did you wish you could do?
- As I mentioned before, upgrades for the tank to change/improve the weapons etc would be cool.
Arcade Shmup FTW! Pretty solid game. Took me a few goes but I got through. It took me a while to remember the alternative fire. Kept running out of ammo but once I got the hang of dodging it was a bity easier
Was the game enjoyable? Could you imagine playing a longer version?
A longer version would be pretty cool. I'm not sure how saturated the market is for shmups like this but it felt like I was playing a game at an arcade
Was the boss too hard/easy?
For a first boss, maybe a tad easy - once dodging is figured out, lol. Also, remembering to keep enough ammo was the trick
What was frustrating?
Only a lack of ammo/repair drops but that's more a skill issue of mine
What did you wish you could do?
Ram tanks at cost of health and maybe run over foxholes without losing any health
All up though, I enjoyed the game, longer game? Bring it on!
Thanks for playing it!
Did you realise the machine gun actually has infinite ammo and reloads after the 100 shots run out? I noticed watching another persons playtest that that didn't seem to be clear and I should definitely try to make that more clear ^^'
Solid start! Having a tank as a main character is great. The background does need a bit more detail to understand how the objects are moving around. The cooldown on the guns and the controls feel odd to me. I do like the enemy designs a lot. Great job!
hey i just played this and left feedback on the discord!