Taaanks! by Squerf
Well, I decided to enter only 10 hours before the deadline. Now, after a hectic evening, here's my game: Taaanks! :)

Initially, I was aiming to meet the theme by building a digging game but, as often happens, the game grew a life of its own as I worked on it. The only vestige of the theme left is the way that the ground sinks when you shoot it :)
Please enjoy!
Ratings
| Overall | 499th | 3.396⭐ | 26🧑⚖️ |
| Fun | 273th | 3.604⭐ | 26🧑⚖️ |
| Innovation | 743th | 2.667⭐ | 26🧑⚖️ |
| Theme | 897th | 1.63⭐ | 25🧑⚖️ |
| Graphics | 384th | 3.542⭐ | 26🧑⚖️ |
| Audio | 574th | 2.826⭐ | 25🧑⚖️ |
| Humor | 437th | 2.5⭐ | 20🧑⚖️ |
| Mood | 527th | 3.114⭐ | 24🧑⚖️ |
| Given | 13🗳️ | 15🗨️ |
I love the graphics and the sound design, it looks very polished overall. Would love to play this against my friends :D Took me a while to get used to the controls tho, I kept pressing left/right to move. Also my main issue with games like this kind of shooting mechanic is that I find it hard to aim reliably when using anything else than the max power. I wonder what UX solution could be done about this?
Thaaanks for the nice game :P
- The game looks really cute for a tank game
- The minimap elevates the gameplay experience
You have something very nice here... I would love to see the game updated with more levels! :smile:
That's just really impressive! The game is quite fun to play, and it looks amazing (plus I love Pico-8 games, they usually look so good, and yours is no exception)
Just very impressive to do that in so little time!
Pros:
- Arcade'y old-school look nostalgia (reminds me of Pegasus Contra color-wise)
- Like the background colors and overall color pallete used
- Clear, dead-easy mechanics and controls
- Destructible terrain
Cons:
- As someone pointed out, there's no really much theme in there (don't worry, it kinda hit my game as well this time haha)
- Game begs for any type of music
- VERY LOUD SOUNDS
Overall a good game for Compo, not for this theme though :sweat_smile: Great job nontheless!
At first I thought the map was part of the enviroment. It was positioned in a way that it seemed I was in a tunnel instead of on a hill.
I have never made a Pico-8 game but I like the style. I'm not sure if the limitations made this game harder or easer to create.
I am assuming that each time a level is randomly generated. The first few were very high and had room for me to "dig deeper" with craters from my cannon. On another though the game started out very low, so there wasn't much ground to dig into. I liked the dips and valleys, but for the one that seemed to start with only 3 - 5 levels tall It didn't make sense that the ground stayed connected and didn't create holes seperating the sections. I know the practicality makes would require you to add things like a tanks ability to jump to get over the holes or a way to prevent a player from winning by just cutting themselves off as a passifist. I wonder if there should be a minimum height of ground generated so it makes sense to have high peaks and valleys even if it starts off relatively flat.
Therefore, using Pico8 is a must for me.
The GFX are much better than mine, and the minimap does indeed take it to another level. Great game!
shooting was a bit sluggish but overall amazing considering the timeframe it was made in
For a first-ever entry - and especially for just 10 hours of work - this is amazing. I'd love to see what you can do in this engine with more time available to you.
My only complaint is that the sounds were a little bit noisy in my ear.
Just a solid little game, good job!