A downloadable game for Windows and macOS

Tanks In Advance takes a simple 1v1 tank game and adds a time-traveling twist! Each round, record your movements as you try to destroy the other player's tanks. Then, in the next round, battle alongside your past selves from previous rounds to defeat your opponent. Tanks In Advance features 5 different types of tanks, giving you plenty of room for creative, mind-bending strategies. 

To win, destroy all your opponents' tanks in the final round, or have more tanks in the central circle when time runs out! If your current tank dies, you will be able to still move and record movements as a ghost. These movements will play out if your tank survives in a future round.

Controllers are *strongly* recommended! 

Movement: Left Stick  (WASD / OKL;) 

Aim: Right Stick  (TFGH / arrow keys) 

Shoot: Right Bumper (L Shift / R Shift)

Game created as part of the Game Creation Society at Carnegie Mellon University, Spring 2023! Full source is here: https://github.com/williamozeas/Tanks-In-Advance

Credits:

Will Ozeas - Team Lead, Programming, VFX
Adrian Ma - Team Lead, 3D/UI Art, Programming
Liam Hower - Programming
David Zelong Fan - Programming
Zachary Heintzleman - Design, Programming, QA
William Crenshaw - Design, Programming, QA
Michael Wong - Music and Sound
Seongwuk Jeong - Sound
Anishwar Tirupathur - Environment Art
Jacob Doughty - VFX

StatusReleased
PlatformsWindows, macOS
Authorswillozeas, adrianma
GenreAction
Made withUnity
Tags1v1, Controller, Futuristic, Isometric, Tanks, Time Travel, Two Player
Average sessionA few seconds
MultiplayerLocal multiplayer
Player countSingleplayer

Download

Download
Tanks In Advance Mac.zip 85 MB
Download
Tanks In Advance Windows.zip 75 MB

Comments

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(1 edit)

Amazing game! I really enjoyed the evolving gameplay as my opponent and I iterated on our tactics to counter each other! 
The game could benefit from including a keyboard keybind tutorial, tutorial, and instructions on how to setup multiple controllers.

Thanks!! A tutorial would definitely be good, and if development continued that would be a priority! The keyboard controls were intended for debugging but kept in so that controllers weren't strictly necessary, which is why they are only in the description. Did you have issues connecting controllers?

yes, the game wasn't registering the second controller (connected via bluetooth) so we ended up having one player using a keyboard.

D: alright, thanks for the info!