Crashes while playing
I uninstalled this game due to this bug. It seems like when you get to the higher levels, it will just crash when you hit buttons. Please fix this bug. I really like this game a lot.
Itโs kind of tricky.
Itโs kind of tricky to play.
Awesome
I love this game!
Response from developer
Thank you for the review
Best Accessible Tank Game In The App Store
First of all, I'll review the game as I played it. Next, I'll make some minor suggestions that would, in my opinion, make a good game even better.
Let's begin.
The game, as is, is unique in the app store, as far as I can tell. There are other tank games, but firstly, none are designed to be used with Voiceover. Second, I don't know if there are other turn-based tank games but I feel it's not very likely. Finally, I'm quite sure that none (or few) of the tank games out there use your iDevice as a physical controller as this does.
On that note, it would have been helpful to have that added to the description: "Tilt your device to control the tank," or similar. Because my first couple of waves were somewhat ineffective without that information. The data is under Help, but I missed that menu option at first. My mistake, but adding it to the description makes things simpler for pick-up-and-play folks.
The idea of tilting your phone to aim your gun is awesome and unique and makes the game feel way more visceral to play.
The waves increase in danger as you go, which I think is pretty awesome. Having only made it to wave 20 so far, you work your way up through infantry units, mortars, rocket-propelled grenades, bazookas, and gun emplacements, plus motorcycles, cars, trucks, and even other tanks.
The only aspect of the game which isn't turn-based is the wind, which changes every so often and effects the distance your shells travel. It took me some time to figure out that positive wind, values of 1 and above, made my shell travel longer distances, whereas negative wind, โ1 and lower, made my shells travel shorter distances.
I really enjoy this game, and I'll be giving it to my kids as well. It's a fun game without nastiness and develops what I like to think of as intuitive mathematics, seeing the numbers naturally. I think they'll have fun with it too.
Now, for a couple of helpful additions and a minor gripe (sorry).
The first suggestion is minor and is related to my tiny gripe. Please, if you will, add the minimum and maximum range of the shells to the load-out description: something like Hellfire: Range 500 to 1000, Payload 100. I've had to use several costly shells to figure out the base ranges of the different types, and a couple ... sort of don't make sense.
The easiest to illustrate is the Firecracker, which is listed as having a range of 250. In Wind 10 conditions, it will go further, but let's stick with that. At 45 degrees elevation, it should travel 250. But at 0 degrees elevation, it doesn't travel 0 or something between 0 and 250. Rather, it seems to travel backward, achieving something like โ300 units of range, basically firing behind the tank. I imagine this is a bug, and if so, it's a confusing one. I think the same thing happens with the other shells to an extent as well, excepting the Hellfire, which I believe fires at 500 units distance with 0 degrees elevation. If this is a bug, or if shell firing is based around 1 ammo type, modified based on creating a negative starting distance at elevation 0, I hope it can be fixed soon, as it frankly doesn't make sense. A shell fired from a barrel at 0 degrees elevation should either go 0 or slightly over 0 units in range, depending on its method of propulsion. In fact, I suggest that a shell fired too close to a tank with a large enough payload should damage your tank, because you're in the blast radius, but that's just a little fun afterthought.
Now, for another minor suggestion. Perhaps part of the fun of this game is figuring it out as you go, but having a practice mode would, in my opinion, kind of make sense. It'd be a mode where you have unlimited ammo and practice firing the shells to see how far they go and how they hit. If this isn't added, it's not a big deal, but it might be nice.
Also, an ability to adjust the volumes of the sounds would be helpful. Some of the firing sounds, in particular, are quite loud at times.
As an additional ammo/targeting concern, sometimes wind conditions may allow shells to go farther than their stated range, so maybe it should be possible to target enemies out to the end of the maximum range, added to the maximum payload. For example, a Hellfire shell travels, by default, to 1000 units. At Wind 10, it goes ... somewhat farther. I don't know, yet, how much farther. But let's say a maximum of 1100 units. Plus, it has a payload of 100, meaning it can effect things up to 99 (or 100) units away with damage. So you ought to be able to target enemy units at a distance of, hypothetically, 1200 units away, etc.
As a final suggestion, I would like to see other vehicles you could choose from with different speed, fuel, armor, arsenal, and range capacities, maybe even different ammo types, just as a fun challenge. That's frivolous and unnecessary, but if you expand, it might be a fun direction to go in.
Thanks for making a great game. It's loads of fun and has occupied my mind for several days now. I'm going to share it with my friends and family, because it's unique and awesome.
Keep up the great work!
Let's begin.
The game, as is, is unique in the app store, as far as I can tell. There are other tank games, but firstly, none are designed to be used with Voiceover. Second, I don't know if there are other turn-based tank games but I feel it's not very likely. Finally, I'm quite sure that none (or few) of the tank games out there use your iDevice as a physical controller as this does.
On that note, it would have been helpful to have that added to the description: "Tilt your device to control the tank," or similar. Because my first couple of waves were somewhat ineffective without that information. The data is under Help, but I missed that menu option at first. My mistake, but adding it to the description makes things simpler for pick-up-and-play folks.
The idea of tilting your phone to aim your gun is awesome and unique and makes the game feel way more visceral to play.
The waves increase in danger as you go, which I think is pretty awesome. Having only made it to wave 20 so far, you work your way up through infantry units, mortars, rocket-propelled grenades, bazookas, and gun emplacements, plus motorcycles, cars, trucks, and even other tanks.
The only aspect of the game which isn't turn-based is the wind, which changes every so often and effects the distance your shells travel. It took me some time to figure out that positive wind, values of 1 and above, made my shell travel longer distances, whereas negative wind, โ1 and lower, made my shells travel shorter distances.
I really enjoy this game, and I'll be giving it to my kids as well. It's a fun game without nastiness and develops what I like to think of as intuitive mathematics, seeing the numbers naturally. I think they'll have fun with it too.
Now, for a couple of helpful additions and a minor gripe (sorry).
The first suggestion is minor and is related to my tiny gripe. Please, if you will, add the minimum and maximum range of the shells to the load-out description: something like Hellfire: Range 500 to 1000, Payload 100. I've had to use several costly shells to figure out the base ranges of the different types, and a couple ... sort of don't make sense.
The easiest to illustrate is the Firecracker, which is listed as having a range of 250. In Wind 10 conditions, it will go further, but let's stick with that. At 45 degrees elevation, it should travel 250. But at 0 degrees elevation, it doesn't travel 0 or something between 0 and 250. Rather, it seems to travel backward, achieving something like โ300 units of range, basically firing behind the tank. I imagine this is a bug, and if so, it's a confusing one. I think the same thing happens with the other shells to an extent as well, excepting the Hellfire, which I believe fires at 500 units distance with 0 degrees elevation. If this is a bug, or if shell firing is based around 1 ammo type, modified based on creating a negative starting distance at elevation 0, I hope it can be fixed soon, as it frankly doesn't make sense. A shell fired from a barrel at 0 degrees elevation should either go 0 or slightly over 0 units in range, depending on its method of propulsion. In fact, I suggest that a shell fired too close to a tank with a large enough payload should damage your tank, because you're in the blast radius, but that's just a little fun afterthought.
Now, for another minor suggestion. Perhaps part of the fun of this game is figuring it out as you go, but having a practice mode would, in my opinion, kind of make sense. It'd be a mode where you have unlimited ammo and practice firing the shells to see how far they go and how they hit. If this isn't added, it's not a big deal, but it might be nice.
Also, an ability to adjust the volumes of the sounds would be helpful. Some of the firing sounds, in particular, are quite loud at times.
As an additional ammo/targeting concern, sometimes wind conditions may allow shells to go farther than their stated range, so maybe it should be possible to target enemies out to the end of the maximum range, added to the maximum payload. For example, a Hellfire shell travels, by default, to 1000 units. At Wind 10, it goes ... somewhat farther. I don't know, yet, how much farther. But let's say a maximum of 1100 units. Plus, it has a payload of 100, meaning it can effect things up to 99 (or 100) units away with damage. So you ought to be able to target enemy units at a distance of, hypothetically, 1200 units away, etc.
As a final suggestion, I would like to see other vehicles you could choose from with different speed, fuel, armor, arsenal, and range capacities, maybe even different ammo types, just as a fun challenge. That's frivolous and unnecessary, but if you expand, it might be a fun direction to go in.
Thanks for making a great game. It's loads of fun and has occupied my mind for several days now. I'm going to share it with my friends and family, because it's unique and awesome.
Keep up the great work!
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Response from developer
thank you very much for possibly the most detailed review I have ever had thank you once again I will look at adding some of your suggestions to the to do list
Easy to pick up and play and very addictive
Gameplay is easy to pick up and the mathematical calculations in working out the correct trajectory give the game a good level of challenge as well. You could play this for hours or just a few minutes at a time, depending on how much time you have available which is great, highly recommend this game
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Response from developer
Thank you for the review