Deeper into hell by lisyarus
Use your tank to destroy a procedurally-generated enemy base & find the core crystal, picking up upgrades on the way! Made during 2nd day of Compo, all code (including engine) & art mine, sound effects generated by sfxr, main theme generated by Vitling's Endless Acid Banner.
Ratings
| Overall | 615th | 3.214⭐ | 37🧑⚖️ |
| Fun | 343th | 3.486⭐ | 37🧑⚖️ |
| Innovation | 657th | 2.857⭐ | 37🧑⚖️ |
| Theme | 829th | 2.657⭐ | 37🧑⚖️ |
| Graphics | 755th | 2.771⭐ | 37🧑⚖️ |
| Humor | 584th | 2.017⭐ | 32🧑⚖️ |
| Mood | 732th | 2.697⭐ | 35🧑⚖️ |
| Given | 49🗳️ | 65🗨️ |
As mentioned before, the level design sometimes makes no sens, like this room with TONS of healing but you can't get in because there's water.
But still a great game, good job !

I don't know if you've done it intentionally but you can opt out of humor category if you want. So it doesn't drag down your overall rating since your game doesn't have humor elements.
Upgrades felt a bittoo powerful. In my opinion, you start too weak, then imrpove too fast. After a few upgrades, it becomes almost impossible to die (I went up to 20 shooting speed).
The gameplay is nice, the prodedurally generated maps add something. Some more variety in adversary units could have been cool. The tank and turret models is very well done, and the music fits perfectly. Nothing more to say: great entry!
Maybe another upgrade to augment turning speed would be interesting. Also, in retro games like Galaga or Roketz, too much of something (speed for example) is sometimes bad depending on the player and its control style. Allowing player to orient their style between agile, bruteforce, etc, could be fun also.
Actually if the difficulty kept rising we could reach insane level of upgrades :)
The controls are a bit clunky, the level generation can sometimes screw you over and that boss fight is ridiculous, and I firmly believe all those are what gives this game its old school charm! I loved finding ways to deal with messy rooms, even if it did mean cheesing the enemy fire delay when entering a room. Hell of a job making this on your own in two days!
Well i've gotta learn to use them eventually right
also i appreciate that you did this game in your own engine, i'm looking into making my own as well so it was nice to come across your game
Also, yeah came across the same generation issues as some of the comments, wasn't that much of a problem though in my case
Gameplay is hard at the beginning.
Its much easier once you get enough upgrades going and you slice trough enemies like butter ;p
The music is punchy, and the SFX are too.
I had no problem with the tank movement controls (though, mouse aiming in a room-by-room game is pretty disorienting, as the relative position of the mouse pointer jumps between each room).
The gameplay was hard but cool ; however the tanks gets hard to control when you take too many velocity upgrades (and there's no way to tell them appart from the other upgrades, which are required to win the game :-( )
And also, it's nice to see other folks using their own engine!
OpenGL + SDL2 FTW ! :metal:
Yep, I shouldn't have made rotation speed reach those ridiculous levels, makes controls quirky. Thanks for playing!
Respect for using SDL2 in your first compo^^. That was a fun game. A little hard a the beggining but got used to the tank after a while.
https://www.twitch.tv/videos/1004858368
Good jbo :slight_smile:
This was fun! Took me a while to get used to the tank controls. Really unforgiving :laughing: but I guess that's how it was back then. Well done!