Mastering Unity physics with...
...just kinding. I don't think I will ever be able fully master Unity physics.
Everything looks fine here right ?

Not really...

I know it's risky to create a game in 48 hours, a game based on something that need to be well adjusted and balanced. I don't know why, but I just can't stop designing games that are heavily physics based. In my previous entry, I limited myself to 2D physics only, so at least I could throw that Z axis away, but not this time ! I went all in and gosh, I wish I could have learned something from my previous mistakes :P
The result is some kind of Destruction Derby / Twisted metal, with an almost realistic physics that from time to time, throws the player or enemy tanks flying in the air :P

Note to my future self if I decide to use physics, test it A LOT :)
Jump, bounce, tackle and fly as you try to destroy your opponent !
https://ldjam.com/events/ludum-dare/39/tanks-battle