
Fight for glory and bragging rights as you and another player face off to destroy shield generators and tanks in top-down battle arenas! Will you come out as the better tank?
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게임 키를 안알려주는게 유행인가?
"Energy Tanks" is a badly made 2D minimalist top down arcade tank brawler not that different from that ancient Atari 2600 game. It's from Digipen, the game dev school there, who really should be ashamed of themselves, because they've come up with some really decent games in the past... and this, apparently. I guess if I was teaching game development, the first thing I'd teach them is that in 2023, gaming PCs were considerably more capable than Atari 2600s, so you should make games for gaming PCs, and not Atari 2600s. I guess DigiPen and I will have to agree to disagree on that point. What do you do in the game? Well, in this top down shooter, you move around and you shoot the other tank. Avoid the barriers. Don't get shot. Try to stay awake. Oh yeah, the Atari 2600 game this is ripping off was simply called "Combat" and it came out in 1977, the same year Elvis died and Star Wars went into the cinemas. This game features very lacklustre minimalist "art" for graphics instead of anything remotely contemporary. I'm sure the "developer" thought this would come across as "artistic", but it doesn't, it comes across as "really lazy". Yes, contemporary 3D graphics take a lot of time and effort to create. That doesn't mean it's okay not to bother! Developers must try to understand that gaming is a visual medium, and gamers spend a lot of money on high end gaming rigs for a reason. And that reason is not so they can look at lazy, phoned-in half efforts like this. Insultingly, the developer insists that you should play this with a console peasant children's toy gamepad instead of KB+M. Developers should try to be aware which platform they're designing games for. It's the responsibility of the developer to ensure the game runs well on the platform they're selling it on, with the primary peripherals that PC gamers use. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. Not every "free" game really is. There's often MTX, or content locked behind DLC, or donations being requested, or any other number of things that could mislead gamers, but in this case I'm glad to say this really does appear to be a fully free game. Nothing demonstrates a developers belief in themselves and their work than giving it away without any remuneration. This is a service to themselves, and the gaming industry, and should be applauded. Of course, just because something is free, doesn't necessarily mean it's valuable. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 4 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. While this didn't cost me any money up front, I still feel ripped off.
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Energy Tanks is a compact, arena-based competitive shooter that builds its entire experience around local multiplayer and tightly focused mechanics. Developed by Pawsable Studio and published by DigiPen Institute of Technology, it clearly carries the DNA of a student project—lean in scope, direct in execution, and centered on a single core idea rather than a broad set of systems. That idea is simple but effective: two players in a confined space, controlling tanks, outmaneuvering each other while interacting with defensive systems and ricocheting projectiles. The gameplay revolves around one-on-one matches in small, enclosed arenas where positioning is just as important as aiming. Each player is protected by energy shields that are sustained by generators placed around the map. This adds an immediate layer of strategy, as victory is not just about landing shots but about dismantling the opponent’s defenses first. Players must constantly decide whether to go on the offensive, target shield generators, or reposition to gain a better angle. This structure gives matches a back-and-forth rhythm, where control of the arena shifts depending on how effectively each player manages both offense and defense. One of the most interesting mechanics is the use of ricocheting projectiles. Shots bounce off walls, turning the environment into an active part of combat rather than just a backdrop. Skilled players can use angles to hit opponents indirectly, creating moments where clever positioning leads to unexpected victories. This adds depth to what would otherwise be a straightforward shooter, encouraging experimentation and spatial awareness. At the same time, it can also introduce unpredictability, especially for newer players who may struggle to anticipate how shots will behave in tight spaces. Power-ups are scattered throughout the arenas, offering temporary advantages that can shift the momentum of a match. These elements encourage movement and risk-taking, preventing players from settling into purely defensive strategies. While the variety of power-ups is limited, they are effective in adding bursts of intensity and keeping matches from becoming too predictable. The pacing benefits from these moments, as they create opportunities for sudden reversals and dynamic exchanges. The game’s biggest defining trait is its strict focus on local multiplayer. It is designed for two players sharing the same screen, with no meaningful single-player mode or online support. In the right setting—such as playing with a friend on the same device—this works well, creating a competitive and often entertaining experience that thrives on direct interaction. However, this design choice also significantly limits its accessibility. Without a second player, the game offers very little to engage with, making it highly situational in terms of when and how it can be enjoyed. Visually, Energy Tanks adopts a clean and minimal style that prioritizes readability. The top-down perspective and simple environments make it easy to track movement, projectiles, and objectives, which is essential for a game that relies on quick reactions and precise positioning. While the presentation is functional and cohesive, it lacks distinctive flair, and the arenas can feel repetitive over time. The visual design supports the gameplay effectively but does not contribute much in terms of atmosphere or identity. The audio design follows a similarly straightforward approach. Sound effects provide clear feedback for firing, impacts, and power-up usage, helping players stay aware of what is happening during matches. However, the overall soundscape is limited, with little variation or memorable elements. Like the visuals, it serves its purpose without adding significant depth to the experience. Content is where the game shows its limitations most clearly. With a small selection of maps and a limited set of mechanics, there is little in the way of long-term progression or variety. Replayability depends almost entirely on the competitive nature of matches and the interaction between players. While this can be enough for short sessions, it does not provide the depth or expansion needed to sustain extended play. Over time, matches can begin to feel similar, especially without new mechanics or environments to change the dynamic. In the end, Energy Tanks succeeds as a focused and well-executed concept that delivers enjoyable moments of competitive play within a very narrow scope. Its use of environmental interaction and layered objectives shows a strong understanding of game design fundamentals, even if it does not expand beyond its initial idea. It works best as a quick, local multiplayer experience rather than a fully developed game, offering a glimpse of potential that could be realized with additional content and features. Rating: 6/10
Siz ve başka bir oyuncu, yukarıdan aşağıya savaş alanlarında kalkan jeneratörlerini ve tankları yok etmek için karşı karşıya gelirken zafer ve övünme hakları için savaşın! Daha iyi bir tank olarak mı çıkacaksınız? Atari deki tank oyununu hatırlayanlar.
Сражайтесь за славу и хвастовство, сражаясь с другим игроком и уничтожая генераторы щитов и танки на боевых аренах с видом сверху! Сможете ли вы стать лучшим танком?
Yes.
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