Laser Tank!: Or A Question of Functionality by angermango

[raw]
made by angermango for LD 43 (JAM)

KS3.png KS5.png KS6.png KS2.png

How many keys will you sacrifice for power?

Controls (default): - W = Move forwards - S = Move backwards - A = Move (strafe) left - D = Move (strafe) right - Q = Turn (rotate) left - E = Turn (rotate) right - Space = Shoot - Use LMB to make selections

Credits: - cfdj43: Art, Programming - Triforcesplash: Programming, Art - angermango: Programming, "Audio"

Tools used: - Unity (engine) - Blender (3D modelling) - Krita (art) - Audacity (audio)

Necessary sacrifices made during development: - Music - Enemy animations - Texture quality - Sleep

Ratings

Given 10🗳️ 4🗨️

Feedback

yyam
04. Dec 2018 · 20:04 UTC
I really like tron-like graphics and your take on the theme. I think it was a cool idea to be able to sacrifice some of your movement for other perks, it led to some funny situations like when enemies would chase me and I'd have to do a 360 to get away because I couldn't turn left :p One thing I'd say is that it's easy to get a bit lost in the world due to the fixed camera angle. Overall cool game, good job!
ETdoFresh
05. Dec 2018 · 21:38 UTC
Echo fixed camera ^^^. I always opted to keep my movement :smiley:. Cool game. I was able to do some sniping by hiding behind walls. :stuck_out_tongue:
Optimans
05. Dec 2018 · 21:42 UTC
The overall game is a bit slow for me, but it may be a personal preference. Nice the idea to keep the walls transparents, allows to be played from a different camera angle than usual. When rotating the screen shakes a bit too much, is it intended?
LaneDavis
12. Dec 2018 · 01:55 UTC
Cool use of the theme! I was a *bit* unsure of the connection between the dark demon man and tron tanks, but I thought that the overall execution and idea of sacrificing controls for greater power was an excellent direction to take.

I was a bit confused on the level design. Were things automatically generated? It seemed, particularly in level 3, that the exit was placed in a location that would take a rather obscene amount of time to reach. With the current levels, I think you could get away with making the main character a tad faster.

That said, I thought the animation to shoot was excellent! I could totally see this becoming quite engaging, especially if you reached enemies that moved quickly or offered interesting firing patterns to dodge.
zuzupd
13. Dec 2018 · 11:23 UTC
We had the same idea! So it is clear that I have to write that the game idea is absolutely brilliant :smiley:

As others have written, I've also had a bit of a problem with the camera and with aiming.
pcmaster
17. Dec 2018 · 14:57 UTC
Well, keep pushing, guys ;)