

!BE CAREFULL THERE IS QUITE LOUD MUSIC IN MENUE!
Controls
Menue:
Up-Down arrow keys to select.
X to confirm your choice.
Gameplay:
Left-Right arrow keys to move.
Z to shoot 25mm cannon.
X to deploy Pavlo (soldier) to shoot RPG-7 missile.
Rules
- complete all 10 levels
- don't let any enemy soldier reach the trench
- don't get destroyed
- kill all enemies on the level to progress
- number of remaining enemies is displayed in the bottom-right corner
Collectibles
- each Medic crate restores 50% of your health
- each Ammo crate replenishes 100 ammos
- if your ammo is 0 you will shoot much slower
- you can have maximum 3 RPG-7 shots
- available RPG-7 shots displayed as squares under HP bar
Miscallenious
- you can skip intro dialogue by pressing Z
Credits
Dear Uncle Night, my beloved brother, thank you very much for showing me pico-8 and inspiring to get something actually done.
The idea of adding the ability to deploy a soldier who shoots RPG-7 belongs to my father. That was brilliant!
The idea to add such a ridiculous but funny secret to the game (woof!) belongs to Allie. Our humor is broken but we're happy about it right?
And aside from the game itself, I really want to thank all the amazing people that I have in my life. You're absolute legends!
Update 1.2:
- fixed a bug when the game does not recognize victory after the last enemy on the level is killed
- added kill count on the victory screen (it's the sum of all enemies killed through the game)
- now player can move and collect supplies after winning a level
- made the ammo crates to spawn a bit more frequently
- replaced cartridge label image with the custom cover



i think whole game is depends on supply i always die at level 8 due to out of supply



@OWD5238
It was hard to determine proper balance for the difficulty, which is very dependent on the supplies (crates spawning). I’ll think about addressing this in updates. For now I can only give some advices that might help you beat the game:
- use RPG-7 only when tanks are present (it will prioritise it automatically)
- don’t shoot for a few seconds in the beginning of the level, as 25mm cannon penetrates through multiple enemies, so you have to wait for them to spawn, so you can get multiple kills with one shot
- use enemy tanks explosions to kill enemy soldiers (wait for them to crowd around it)
I hope you’ll get through it!



It has a satisfying feeling when the gun fires and the shot lands. As sinister as that sounds.



@thesailor
I’m so happy that you find it satisfying as I really wanted it to be this way! sinister smile



This is a great little game. Its basically Space Invaders with a chunk of "Beach Head" (for those that remember it). Its really nicely done and looks great (could do with a few more sound effect). I love the exploding tanks killing people all around. I love the way the battlefield looks. And I really enjoyed playing.
However:
- One time I killed all the enemies and the level did not end.
- A couple of times I completed a level and there were pick-ups available. When the next level starts, they are gone. This is a bit harsh.
- The ammo issue.... One of the main themes of a shoot-em-up is that you want to shoot. And shoot a lot! This game does actively discourage that and worst of all there is no "player choice" way to get more ammo. Ammo drops seems to be entirely random (if this is wrong, please correct me). So sometimes I'd get to one enemy left on a level and just wait around for some ammo to appear. This is not fun. What about giving a bonus of 100 ammo at the end of each level? What about not firing at all for 5 seconds, gives 10 more ammo? Maybe even more frequent but capped ammo drops? e.g. 3 ammo boxes per level, dropped at random intervals.
I do understand that managing your supply is an important part of this game, but I feel that the lack of ammo really takes away a lot of the fun. I want to go all out, guns blazing, but the mechanics of the game stops me doing that! Maybe a pick-up which gives infinite ammo for 10 seconds would work?
Criticism aside, its still a really good game. I hope you develop it further and tweak the gameplay a little.



@phil
What a nice and detailed feedback! Thank you!
- the bug with the game not recognising victory after last enemy kill is something that I’m actively trying to fix (I still don’t understand the conditions for it to appear);
- regarding ammo management, I think that you have a point, and I will change this mechanic; for now the ammo crates (as well as the rest of the collectibles) spawn depending on how many enemies are killed, and I think that it may not be the best solution, so I will definitely look into it;



I completed it! Didn't think it was possible, but its all about the ammo preservation. I've started to play this game very differently now and I have a new-found respect for the game design. I still think it needs tweaking a bit, but the current gameplay could be considered a "hard mode". I guess the problem with balancing the mechanics for the developer is that you are used to how it should be played rather than when I first approached it and just held the fire button down.
A couple more things:
- When you lose, tanks can still squash the enemy giving you an increased score. I love this!!! Its so great. It would be even better if the enemy soldiers were celebrating as they got squished.
- When you win, you don't find out how many enemy you have actually killed. This is rather frustrating, although I guess there is a fixed number of enemies so you'd always have the same score.
Regardless, this is a game I can see myself coming back to every now and then, for a quick 10 minute shhot-up.



@phil
Congratulations on finishing the game! It really made my day reading your appreciation of my efforts. :)
I’ll do my best to update the game, and enemies killed will be displayed at the end of the level.
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