TANKNAT by icxon

TANKNAT is hardcore-ish dungeon crawler. While being in a tank. And while doing with the spatial-temporal anomalies, because why not? Although the dungeon seems pretty small, there's more to it than you think.
You need to find a key, and return back to the exit. It's simple as that.
CONTROLS:
- WSAD/Cursor - movement
- LMB - Main gun
- RMB - Mortar
Shop is available once in a while - follow the green arrow to get into.
Tips and tricks:
If you keep dying, take it slow. Buy a cheap weapon, if you can - it really helps.
Enemies hit with temporal beam advance forward in time, from basic units to experienced, from fresh corpses to welded-into the floor husks. Reverse is also true - if the road is blocked by enemy corpse, try to go back and see what happens.
What's worse then mines? Mines with walls spawn on top of them. Sorry about that. Sometimes red bots emerge from underground to catch you unprepared and kill you. Sorry about that, too.
TOOLS:
- Unity 2020.1.6f1 with URP stack
- MagicaVoxel
- Audiotool

| Youtube | https://graal.itch.io/tanknat |
| Youtube | https://bitbucket.org/volcanicgiraffe/ld47/src/master/ |
| Youtube | https://graal.itch.io/tanknat |
| Original URL | https://ldjam.com/events/ludum-dare/47/tanknat |
Ratings
| Overall | 67th | 4.185⭐ | 48🧑⚖️ |
| Fun | 37th | 4.207⭐ | 48🧑⚖️ |
| Innovation | 109th | 4.054⭐ | 48🧑⚖️ |
| Theme | 42th | 4.391⭐ | 48🧑⚖️ |
| Graphics | 361th | 4.033⭐ | 48🧑⚖️ |
| Audio | 397th | 3.644⭐ | 47🧑⚖️ |
| Humor | 824th | 2.667⭐ | 38🧑⚖️ |
| Mood | 454th | 3.705⭐ | 46🧑⚖️ |
| Given | 41🗳️ | 64🗨️ |

You should map to ZQSD AND WASD ( you can map both at the same time ) because it is too hard on a azerty keyboard :/
PS Have no idea how special attack or whatever (not) works
.-='=='==-, "
(O_o_o_o_o_O)
The graphics are nice and the music fits the theme very well.
I had a fun time playing it.
The feedback I have is this: initially I was a bit confused on what to do and didn't really realize that the enemies were enemies until I got shot (that's just me being slow though). Also didn't realize you could upgrade your tank by diriving into the slot since I though that the arrow was supposed to indicate that the green boxes I picked up were adding to my health (also me being slow again). The only non "me being stupid" feedback I have is this instance when I couldn't proceed because there was a box in the way:

Great job! Looking forward to seeing your future games ;)
For example, in your case the small gray box is not the same as big gray box. This is corpse of yellow robot killed at previous "loop". When you kill yellow robot you see yellow box, and after beam passes that box it becomes solid gray box. If you met that, you may go back (counterclockwise) and let temporal beam pass through box again. It will bring yellow robot to live again, and you'll be able to kill it in another place or move his corpse.
For the rest a fun game mechanic
It's probably not quite accessible for the 5-minutes LD play sessions, though. My mistake.
Just one thing though, I was super confused by the arrow to enter the shop, realized in the loop 4-5 that you could actually enter. Maybe an arrow on the floor that lights up as you pass by would be more obvious.
Also at some loop I found a wall I couldnt cross, I figure that I had to go back, as the enemy was reappearing I thought it was the right call, until I found myself at lvl 1 again ... -_-. Besides those small things, very solid entry !
Wish you the best
I liked the progression of the game. The shop upgrades were VERY strong so it made it feel worthwhile to keep running loops and powering up.
I really liked the grenade! Some people said it's unintuitive, and I suppose it is, but that's how the mechanics worked in Jackal (NES) which was a great game, so I was very fond of that decision.
The music really sealed in the world. It ramped up menacingly and the sounds all had a satisfying punch to them. Nice game with tight design :)
Nice 3d models, nice gameplay, physics, smooth controls, weapons and enemies variety, it's all here. And on top of it all, a proper theme usage. Actually the whole game is built around it.
As a minor issue, music it's well made but gets a little repetitive after a while. Maybe too loud? At least a option to turn it off or control the volume.
Hope you guys push it to a complete project.
