Acid Tank
Acid Tank
Acid Tank was made for Trijam #268: The 3 hour game jam.
This was made within the time limit. (2 hours, 57 minutes)
Was made for the theme of Acid rain. (it was the one with the most votes when I checked the themes)
You control the red tank and must avoid the acid raining from the green spaceships.
The finished version is already released! HERE!
Controls:
Jump with W.
Move left and right with A and D.
Shoot and aim with the mouse.
Assets used:
Lunar Battle Asset Pack made by Matt Walkden.
Stellar Confrontation EDM/Metal Music Pack made by David KBD. License: CC By 4.0
Some of my mouse-hand-drawn art.
Bugs:
During testing, I somehow managed to fall out of the map, so you can probably fall out of the map too.
The rockets don't collide with the ground.
Problems caused by time limitations: (aka bugs that aren't actually bugs)
Due to some time limitations, I somehow managed to forget about sound effects.
You cannot win or lose. Just pretend there's a game over screen when your health reaches values lower or equal to 0.
There's no menu screen.
When you press S the tank goes down.
Fun facts! (not sure if they're fun but they're facts!)
I recorded my screen while coding so I could count how long I actually spent coding while the video played in the background (I ended up with 2 hours, 57 minutes, and 12 seconds) I was unsure whether or not I went overtime and the recording helped me decide.
Enemy health ranges from 75 to 175 in multiples of 25, while the rocket does 1000 damage. (useless, I know)
The map is constantly regenerated and the player is always in the middle. The camera position ranges only from 0 to 32 (excluding 32) The map is generated in a way that makes it look like the player tank is moving when it's not really moving. (on the x-axis that is)
The enemies are rotated in the direction they're moving in, which causes them to spin uncontrollably when in their target position.
This game uses 1,137 blocks. (Imagine one block like one word in a normal programing language. (so let's say 1,137 blocks would be 227 lines) Then turn like 1 third of them into comments. BOOM! You have like 152 lines of actual code. (That was a wild guess and I'm not checking wether or not that's true but y'know, I have 1,137 blocks lying around in there)
The packaged/compiled version (JavaScript) contains 352 lines of code or whatever.
This was coded in TurboWarp.
Comments
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maaaaaan, you had 3 minutes to do player destruction at hp <=0
music and graphics are great.
True, but I'm happy I didn't go overtime. If you want the option to lose let me recommend the updated version!
Anyway, I don't think 3 minutes would've been enough for me. I would've probably wanted to add a restart option if I added player destruction and the way I coded this, things aren't restart-friendly.