Running on Windows 8.1 and it worked fine. There's only one of me, so I wasn't able to give it a proper workout, but I checked it out. Seems to work well. Some fine points:
- The clicks on the opening window did not always work. Sometimes one click would start the game or take me to the instructions, but sometimes it took two. No big deal once you're used to it, but it can throw a first time player off.
- The life and bullet numbers are too dark. Brightening them would be the simplest and biggest improvement you could make.
- The bullet counts are a bit hard to follow. I'm not even sure they're working right. (Do some of the ammo markers actually take ammunition away? The X numbers go up and down when I run over the markers. Is that a bug?) If the bullets are different, you might want a clearer way to show what types of ammo the tank is using at the moment. (Mind, in a real game the players would be focused on shooting rather than worrying about what they're shooting.)
- You might want to add some flashes or something when things are hit or ammunition picked up. The color and intensity could be a clue as to what happened to a player frantically maneuvering a tank so he doesn't have to think, "The enemy had 15 life points and now has 11 life points, so I must have hit him with something that took 4 life points." Instead, he he can think, while doing five other things, "Medium red flash--pretty good hit."
- Finally, for extreme beginners, you might want some way to get to the instructions from the game. I read the instructions, then started the game, then asked, "What button was it that moves forward?" (But I have a really bad memory.)
Thanks for trying out the game
This was my second game (first was a Pong clone
) so I didn't make much effort on some important details that you pointed out. Adding some flashes is a really good idea, would make the game a bit more 'alive' and indeed would help the players understand what's going on. Everything else you said I also agree with.
Regarding the ammo count: the thing is that picking up ammunition replaces what ever ammo you already had. Meaning if you had 'bouncing bomb' and picked up 'speed missile', whatever bouncing bomb ammunition you had would be replaced with speed missiles. Also each weapon grants you a different amount of ammo when you pick it up. For example picking up 'bouncing bomb' gives you 4 ammo, but picking up 'landmine' gives you 2 ammo. And again whatever you picked up deletes whatever you already had.
It's not a bug, but it is confusing. Next game I'll make picked-up ammo add up and not replace the present ammo. And yeah showing the player exactly what kind of weapon he has at any moment is also a good idea.
I will apply these suggestions in my next games