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A jam submission

Tank CommanderView game page

Submitted by MAЯP — 8 hours, 49 minutes before the deadline
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Tank Commander's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#4122.4552.455
Mechanics#4702.5452.545
Theme#4852.6362.636
Fun#5492.1822.182
Overall#5982.1822.182
Story#7441.0911.091
Music#7491.0001.000
Aesthetics#7721.5451.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
gui icons https://www.gamedevmarket.net/asset/gui-icons-8656/

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Comments

Developer

<click> for firing. <space> for fixing you tank. <E> for scanning other tanks important components

This game is a topdown tank game with a special inventory for each tank. All the tanks have components inside that can stop working if hit. if the commander seat, fuel or ammo deposit is destroyed the tank dies... including yours. Avoid yellow projectiles as they are armor pearcing.

The components are connected by proximity. You can rearrange all the components as you see fit (with exception of special sockets)

This game at the moment is half baked, unfortunately. I spent a lot of time in this Inventory / components system

The idea was that progressively you would find more tuned tanks & better components and will end up fighting a boss. A mega tank with lots of cannons... nothing of that is in this game.

Submitted(+1)

So cool, while simple in the graphics it's actually quite a complex concept, i managed to fit a double barrell on the turret but i guess i messed up engine placement at some point, it ended in a horrible death XD. The gameplay loop remindend me of Reassembly.

Developer

Thanks for playing

>  i guess i messed up engine placement at some point

I understand, it can get frustrating. I wanted to add more feedback for the components so you know when something is connected or not. You can actually add three cannons if it fits but it is hard to know without feedback.

Thanks for the feedback

Submitted(+1)

The mechanics are great but it's hard to see what is happening as the tanks float in the void. A simple procedural noise texture for ground would help tremendously to anchor where anything is going.

The component vulnerability part is really neat, could see a lot of potential for it to be a unique experience!

Developer(+1)

Thanks for playing

> A simple procedural noise texture for ground would help tremendously
There are a lot of things that I have to learn or have not tried myself. Thanks for the feedback.

I was honestly stubborn, I should have stopped developing the inventory/component system to work on these details.

Again, thanks for playing and thanks for the feedback.

Submitted(+1)

Nice work! This game has a lot of potential, but unfortunately, in its current state, I found it very hard to understand and get into. There doesn't seem to be a clear gameplay loop or structure, which made it difficult for me to figure out what I should be doing.

That said, I hope you keep working on the game, because the description on the game page is really interesting, and I'd love to see that vision fully come to life.

Keep it up!

Developer

Thanks for playing

> but unfortunately, in its current state, I found it very hard to understand and get into
I understand. There were many things in mind that did not get into the game. One thing I had in mind about the scan is that the locations of pieces of the enemy tanks had to be random so the player realizes to scan in order to know the best target, among other things. 

> I hope you keep working on the game
Thanks for the good words. Although I need to focus on gamedev skill overall.

Thanks for the feedback

Submitted (1 edit) (+1)

Pretty cool inventory system, took a bit long to get to it and to understand it tho, maybe with a tutorial this would be great. My bullets sometimes would dissapear after firing them.

Developer

Thanks for playing.

> took a bit long to get to it and to understand it tho

Yes, I know what you mean. There were supposed to be lines connecting the components. There were many things I simplified yet I thing I had to simplify more.

Again, thanks for playing

Submitted(+1)

I think the components arranging mechanics has potential to be pretty interesting as a strategic element to the game, but in its current state it's quite difficult to understand.

It's always kinda hard to rate unfinished game, but I hope you continue developing it.

Developer(+1)

Thanks for playing
> but in its current state it's quite difficult to understand.
Sadly I know what you mean. I must work on things I can complete on time. thanks for the feedback.

Submitted(+1)

Cool idea and definitely a game with potential 😄

I think a mini-map would help a lot, and maybe during building there could be some visual color indicators showing what needs to connect with what for the system to work properly.

At some point I think I accidentally broke my setup 😅 I had 3 barrels/tubes ready, but they stopped firing because something apparently wasn’t connected correctly, and I couldn’t really tell what the problem was.

But overall, very interesting concept 👍

Developer

Thanks for playing!

> I think a mini-map would help a lot
yes, I would have been helpful but I did not have time to complete the gameplay as intended sadly.

> there could be some visual color indicators showing what needs to connect with what for the system to work properly
Actually there were going to be lines between components to mark the connection but I did not have time to complete that.

> but they stopped firing because something apparently wasn’t connected correctly,

there might be more bugs in the game but I designed the game so if a component stops working the stats are recalculated and you stop having that capability. That means if you lose the loader you will not be able to fire, that might be an explanation. If you loose the engine you will be set to a very low speed

> But overall, very interesting concept
Again thanks for playing. I know this game will not have a great score unfortunately but I will keep working to deliver things on time.

Submitted(+1)

Your upgrade system is the most compelling thing here, but it's really difficult to understand.  I'd be really interested in seeing how it develops and some instructions on how to optimize a loadout.  Also, add something to the background to orient the player; it took me a while to understand that I was moving the center tank and not moving the red tanks around me lol

Developer(+1)

>Your upgrade system is the most compelling thing here
thanks for the feedback. This is a half baked game.  This upgrade system was my demise. There were supposed to be lines between the components to indicate they were connected but.... I ran out of time ....