I played the game twice; both sessions were short.
Good aspects of the game included a clear color variation between the player tank and the enemy tanks, as well as ensuring characters are destroyed when they run out of health.
To improve the game, a health indicator of some kind could be implemented in the UI so the player has a clear idea of how close they are to a game over. A diegetic means of restarting the game is also recommended.
My name is Joao Victor Tose, from Game Design 3000. I played this game twice. Two things that I thought were executed well within this game were how it was structured for you not to be able to go through walls, and how enemies targeted you once they saw you. However, something that I think would have benefited the game more would be if enemies respawned, and if there were more than just two tanks to fight.
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I played the game twice; both sessions were short.
Good aspects of the game included a clear color variation between the player tank and the enemy tanks, as well as ensuring characters are destroyed when they run out of health.
To improve the game, a health indicator of some kind could be implemented in the UI so the player has a clear idea of how close they are to a game over. A diegetic means of restarting the game is also recommended.
Liam McColgan, GAME 3000, Fall 2025
My name is Joao Victor Tose, from Game Design 3000. I played this game twice. Two things that I thought were executed well within this game were how it was structured for you not to be able to go through walls, and how enemies targeted you once they saw you. However, something that I think would have benefited the game more would be if enemies respawned, and if there were more than just two tanks to fight.