Tank Tone Telephone by KayVee
Time Played: about 9 minutes
Overall Gameplay (6 / 13 points)
- Player Experience: 4.5/10
- Mechanical Polish: 1.5/3
Comments: So after I finished the video recorded playthrough, I realized that you could, in fact, move! I initially tried WASD and had missed the part on movement in the README. That being said, I still could not figure out the phone for the life of me. I remain clueless as to how to input an X, and I tried practically every key on my keyboard to no avail. It's a shame too, since I feel like that would've opened up a lot of interesting opportunities to mix up the gameplay loop. Overall I felt the control scheme was designed to make a cheeky play at the theme rather than to be intuitive or usable (fortunately my laptop does actually have a numpad). And even if the phone had worked, I needed to have the README side-by-side with the game to figure out what keys to press. The rest of the core gameplay was pretty simple to pick up, which was nice. Since I didn't realize that I could actually move for most of my playthrough, I figured that this was was one of those base-protection type games (for lack of a better term) where you needed to carefully handle the oncoming horde from all sides. To that end, I was a bit frustrated that the pivot controls weren't a bit quicker and smoother. I still think implementing momentum to the pivoting mechanic would've been a nice addition. A bit more variety in enemies would've been fantastic!
Theme Inclusion (5 / 6 points)
Comments: I like the use of theme here... I just wish the mechanic would've actually worked for me!
Overall Presentation (4 / 10 points)
- General Presentation: 0.5/4
- Quality of Graphics: 2/4
- Quality of Audio: 1.5/2
Comments: I always like to see someone take a crack at a 3D GameMaker jam entry. Kudos for taking on the challenge, but that doesn't change the fact that this entry was pretty visually rough. I liked the idea of framing the player within the inside of a tank, but it made the viewport that much smaller (and it was already pretty damn small). Everything - from the plot, to the controls, to the explanations on why the enemies look like evil spinning tops - existed solely in the README. That's a valid choice for a game jam, but it seriously harms the overall player experience. If there was even a lick of an in-game indication that I could move using the arrow keys, it would've seriously changed my entire perspective on this game! It was good to see background music and sound effects, but I feel like there was a lot of room for improvement on the music in particular.
Final comments: I think ultimately this game/review serves as a perfect case study on why it's important to invest in proper in-game messaging rather than overly relying on the README for critical game details. I wish I could've properly enjoyed it, but I did still enjoy the unique take on the theme along with the opportunity to play a 3D entry.