At least give Epic some credit for TRYING to put a story in this one.
Great animation + really funny if you've played the game = 10/10.
I was sold on the concept right away. But like a guy below me said, consistency is the real problem here. I finally gave up on the sunset level after dying around 30 times from a ceiling that would spontaneously boost me sideways into the spikes, and once I found a way past that, dying at least 10 times when the game lagged and the boy continued walking for a solid second after I had released the key. I wanted to beat your game. I wanted to see the ending. But I wasn't having fun and it wasn't worth it anymore. Please, for your next project, don't release a good idea with (frequent) game-breaking bugs. We'll all survive an extra month without your game. Hell, Blizzard waited 11 years with Starcraft 2.
Incredibly original. Intuitive controls. Fun, addicting, and difficult.
There's one thing I didn't like, though. When trying again (which I have frequently), the beginning is really boring, and it doesn't get particularly interesting until the third game. Perhaps a better overall structure would be to make it so you have to perform X number of mini-games simultaneously for, like, 30 seconds, but once you do it unlocks the next level, which has more/harder mini-games. That would give the game a better sense of progress and variety.
P.S. High score: 101 and counting!
A good idea
but it's brought down by rather poor design. It's fine that you wanted to make a heavily physics-based game, but all the moving parts rarely contributed to the game. Instead they got in the way and brought to the fore how obnoxious it is to maneuver the tank precisely.
I feel like you fell in an awkward gap between two kinds of fun games: high mobility games, and precision shooting games. On the one hand, you tried to make the tank a flying vehicle. On the other hand, you frequently required me to shoot at faraway locations, but when I did, the tank would fly backwards across the level because of the ridiculous recoil, and I'd have to grudgingly trudge my way back across obstacles I'd already cleared. So... if you had just picked which kind of game you wanted this to be, I think it would have been more fun.
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