Thank you for playing Rebel 101. Yes it kinda has an end.. when you upgrade the 'core' but it's not 100% implemented yet. My plan is to make the enemies more dangerous and environment to be more unstable as player progresses, right now there are some clues on radio transmission, the mid tower, and when you go to the boundaries, it's not actually a boundary and the rebel falls into the 'Abyss' (and also when the cloning is overrun, it says 'escape from the Abyss'. Additionally you can find some hidden morse codes, some clues that hint about potential ends to the game..
Hey! Thank you so much for the detailed feedback. Yes I agree the difficulty-upgrades-game economy is quite hard to balance, specially as a solo dev, so your feedback is always improving the game. Music need to be quite low, specially on the radio, I think. And yes, we can definitely work on some jams - collaborations depending on time availability. We'll figure it out.
I loved everything about the game, also the bgm used, is it free for commercial use, really loved the music and its vibe... where is it available and can it be used commercially?
Thanks for playing the game. Unfortunately music is my least known field to do by my own - so I used suno AI to generate these tracks (there are 3 of them including the one you listened) for me. If you like, I can make them available for download on the page.
I finally managed to buy it to play, since I saw the YouTube video about the effects pack and saw your tanks and portals I saw how much you dedicated yourself and how Godot has potential congratulations on the work
I played it for about 15min. It's an awesome little game and i really liked the feel of the tank. The visuals have real potential and make for an awesome atmosphere. And the models are awesome too.
With a little more mechanics like upgrades (i was thinking night vision and a like flashlights to blind people with night vision or something like this) and multiplayer ( mainly LAN would be really cool) and instead of driving through environment that this gets destroyed this could be a super cool thing to play with friends after a long day of university.
I hope you continue working on this gem. Good Job!!!
EDIT: I played on linux and it works with no issues.
Thank you for playing TGR. Night vision (kind of a Radar) sounds like a cool idea. with the new Roguelike mechanics coming to the game, I think we can add it as a perk. :)
That was fun! Played for about 5 minutes before dying. Everything seems pretty solid! I really like the visuals. It seems like you added the rotating of the tank with A and D and everything felt fairly intuitive. I did get stuck on the spiky barricade, which it does make sense you would get trapped on that, but there's also no real way to get off of it either.
I'd be excited to play it again after more of the gameplay has been worked out. Like I imagine it will be really fun with more of a difficulty ramp up with the enemies and some upgrades/different guns. Also I know this would add a lot of work, but having some of the environment destructible would be soooo fun. Like if you could blast apart buildings or barricades, or just have stuff move back a bit in the blast radius would be satisfying.
Maybe you could add exploding gunpowder crates or something so it's just one type of object that can be destroyed like that and it would add a strategic element as well.
Hey! Thanks for playing the game and for the comment. Yes the game has a long way to go and what you mentioned are really some cool features yet to be implemented. I'm really motivated with your comments - that's why I posted a prototype build. For the next update, there will be some upgrade cards (like a roguelike game). Exploding crates/ barrel would be so much fun. I should look into that as well.
Destroyable environments are pretty fun - but ×10 times more work. But we'll see. Hopefully in the future :)
Hey this looks / feels and plays very promising. I played one round and killed around 33 enemies.
Really well executed look and visual style. Feels great to play it! Keep it up.
I really liked:
- the look and colors (the minimal style really works great and all visual elements create a cohesive style!)
- Love the menus and the 3D background
- Really cool idea with lot's of potential I think.
If you want some feedback and ideas for improvement:
- I would like to have a control mode where turning the tank does not turn the turred / view. I find if quite annoying that the keyboard turning and the mouse turning sometime work against each other.
- Why can't the tank spin on the spot when pressing A or D? I think this is one of the most important features that any tank should have especially because:
- It's really hard to understand what is an obstacle and what has no collission at all. This makes it extremely hard to ride around the map. I am not sure how to fix this. Maybe the map should be completely different and there should be much less stuff laying around. But I could drive through huge structures but got stuck on others. And then could really get out because I can't rotate on the spot.
- Are you gonna implement some roguelike / lite features? Right now it feels a bit bland to just shoot enemies but not get any upgrades / healing / pickups etc. Or did I miss those?
I think the control of UT2004's vehicles / tanks were pretty great. Maybe you can take a look and copy something from there?
Hey Thank you for the comment - I value your feedback a lot.
What you said was correct, I made some mistakes with collisions (where some of them have colliders, some are traps, some doesn't have colliders at all.) I need to fix them in the next update. Rotating the tank while holding location & keep the camera + turret steady when tank body moves sounds like a cool new idea to try out - I will try testing it asap.
There will be more enemies - specially troops that give the 'enemy waves' feeling.
Also the roguelike - updates are also on the way.
I published this as an early build - so people can play (and I can get feedback from players like you) and I can continue development slowly - build a little community around the game, etc. thank you again for the suggestions and feedback.
Dude! This is so cool. And I am so happy that my comment helped and motivated you and that you even talked about it in the video warms my heart...
When I initially wrote my feedback, my gf asked me what I was typing and then I told her that I was giving some feedback to an indie dev. And then she asked me why and if it was worth it.
Then I remembered that my last 2 longer feedbacks were actually deleted by the other devs, without any comment why.
So I kind of felt that it was weird that I still took the time and write feedback to some people. But thanks to you my faith is restored. And it's cool to help someone out. In the end it's great if indie-games get better because we help each other out! :)
Gonna try the new version soon and write some feedback! :)
Oh man! The game got lot more updates and now it's VERY different from what you saw first. there are lot more stuff added - removed changed. I kinda paused the development has I got bus with lot of other stuff but I will develop it when I have time, thank you for the comment again!
🔒 Some antivirus software (especially Windows Defender) may falsely flag the game as a threat. This is a common issue with unsigned indie games. Rest assured, this game is safe to run. I'm working to get it whitelisted. Until the 'installer.exe' gets the clearance, you can enjoy playing the Windows standalone game. You can check the TanksGoneRogue@VirusTotal.com for the .exe security scan details.
Hi Thanks for posting this here. Probably because I'm not a verified publisher? I have enabled the standalone to download as well - you can try that if the installer gets flagged.
Did you try the standalone as well? I export the .exe using Godot's native exporter and then made the setup using inno. Do you know a way to overcome this issue?
Sorry, I am not going to download an EXE file knowing a threat was detected in the ZIP version. I already installed Malwarebytes 2 times today to double check if the threat has been purged from my system.
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I've played the game and it is just AWESOME !!
PS: Does the game has an end ?
Thank you for playing Rebel 101. Yes it kinda has an end.. when you upgrade the 'core' but it's not 100% implemented yet. My plan is to make the enemies more dangerous and environment to be more unstable as player progresses, right now there are some clues on radio transmission, the mid tower, and when you go to the boundaries, it's not actually a boundary and the rebel falls into the 'Abyss' (and also when the cloning is overrun, it says 'escape from the Abyss'. Additionally you can find some hidden morse codes, some clues that hint about potential ends to the game..
Very nice ! I'm going to play it again to find out more gems in it.
Another question : do you use Godot to make this game ?
Yes.. made with Godot + Blender + Krita
Awesome !!!!
Wow really fun!
Thank you! Hope you enjoy the game..
I have it on my computer!
Nice project ayya!
GG 🔥
Thank you!
Feedback
--
LOVE SEEING THIS IS IN GODOT
Opening cutscene is cool but also long, really loud by default (consider setting master volume to 50/75% on boot)
UI is INCREDIBLE
Loading screen could use some sprucing up with how long I'm looking at it
Music is awesome, graphics and presentation blew me away
Difficulty / balance could use some work but that's always one of the toughest things to do.
I couldn't last longer than 2 minutes across three runs.
---
Really cool project and I hope it goes well for you, and would love a chance to work/jam with you on something down the line (followed you on socials)
Hey! Thank you so much for the detailed feedback. Yes I agree the difficulty-upgrades-game economy is quite hard to balance, specially as a solo dev, so your feedback is always improving the game. Music need to be quite low, specially on the radio, I think.
And yes, we can definitely work on some jams - collaborations depending on time availability. We'll figure it out.
I loved everything about the game, also the bgm used, is it free for commercial use, really loved the music and its vibe... where is it available and can it be used commercially?
Thanks for playing the game. Unfortunately music is my least known field to do by my own - so I used suno AI to generate these tracks (there are 3 of them including the one you listened) for me. If you like, I can make them available for download on the page.
Yeah please that will be great if its downloadable on the page here, also will try suno AI as well to generate tracks
Sorry about taking time but the tracks are published here. BTW I do not own copyrights for the tracks (no commercial license)
I finally managed to buy it to play, since I saw the YouTube video about the effects pack and saw your tanks and portals I saw how much you dedicated yourself and how Godot has potential congratulations on the work
Thank you for playing the game. Now game is under heavy development, potentially it will be released as a complete game in the future.
I played it for about 15min. It's an awesome little game and i really liked the feel of the tank. The visuals have real potential and make for an awesome atmosphere. And the models are awesome too.
With a little more mechanics like upgrades (i was thinking night vision and a like flashlights to blind people with night vision or something like this) and multiplayer ( mainly LAN would be really cool) and instead of driving through environment that this gets destroyed this could be a super cool thing to play with friends after a long day of university.
I hope you continue working on this gem. Good Job!!!
EDIT: I played on linux and it works with no issues.
Thank you for playing TGR. Night vision (kind of a Radar) sounds like a cool idea. with the new Roguelike mechanics coming to the game, I think we can add it as a perk. :)
That was fun! Played for about 5 minutes before dying. Everything seems pretty solid! I really like the visuals. It seems like you added the rotating of the tank with A and D and everything felt fairly intuitive. I did get stuck on the spiky barricade, which it does make sense you would get trapped on that, but there's also no real way to get off of it either.
I'd be excited to play it again after more of the gameplay has been worked out. Like I imagine it will be really fun with more of a difficulty ramp up with the enemies and some upgrades/different guns. Also I know this would add a lot of work, but having some of the environment destructible would be soooo fun. Like if you could blast apart buildings or barricades, or just have stuff move back a bit in the blast radius would be satisfying.
Maybe you could add exploding gunpowder crates or something so it's just one type of object that can be destroyed like that and it would add a strategic element as well.
Hey! Thanks for playing the game and for the comment. Yes the game has a long way to go and what you mentioned are really some cool features yet to be implemented. I'm really motivated with your comments - that's why I posted a prototype build. For the next update, there will be some upgrade cards (like a roguelike game). Exploding crates/ barrel would be so much fun. I should look into that as well.
Destroyable environments are pretty fun - but ×10 times more work. But we'll see. Hopefully in the future :)
Hey this looks / feels and plays very promising.
I played one round and killed around 33 enemies.
Really well executed look and visual style. Feels great to play it! Keep it up.
I really liked:
- the look and colors (the minimal style really works great and all visual elements create a cohesive style!)
- Love the menus and the 3D background
- Really cool idea with lot's of potential I think.
If you want some feedback and ideas for improvement:
- I would like to have a control mode where turning the tank does not turn the turred / view. I find if quite annoying that the keyboard turning and the mouse turning sometime work against each other.
- Why can't the tank spin on the spot when pressing A or D? I think this is one of the most important features that any tank should have especially because:
- It's really hard to understand what is an obstacle and what has no collission at all. This makes it extremely hard to ride around the map. I am not sure how to fix this. Maybe the map should be completely different and there should be much less stuff laying around. But I could drive through huge structures but got stuck on others. And then could really get out because I can't rotate on the spot.
- Are you gonna implement some roguelike / lite features? Right now it feels a bit bland to just shoot enemies but not get any upgrades / healing / pickups etc. Or did I miss those?
I think the control of UT2004's vehicles / tanks were pretty great. Maybe you can take a look and copy something from there?
Hey Thank you for the comment - I value your feedback a lot.
What you said was correct, I made some mistakes with collisions (where some of them have colliders, some are traps, some doesn't have colliders at all.) I need to fix them in the next update. Rotating the tank while holding location & keep the camera + turret steady when tank body moves sounds like a cool new idea to try out - I will try testing it asap.
There will be more enemies - specially troops that give the 'enemy waves' feeling.
Also the roguelike - updates are also on the way.
I published this as an early build - so people can play (and I can get feedback from players like you) and I can continue development slowly - build a little community around the game, etc. thank you again for the suggestions and feedback.
Hey!
I think you might like to watch this:
Dude! This is so cool. And I am so happy that my comment helped and motivated you and that you even talked about it in the video warms my heart...
When I initially wrote my feedback, my gf asked me what I was typing and then I told her that I was giving some feedback to an indie dev. And then she asked me why and if it was worth it.
Then I remembered that my last 2 longer feedbacks were actually deleted by the other devs, without any comment why.
So I kind of felt that it was weird that I still took the time and write feedback to some people. But thanks to you my faith is restored. And it's cool to help someone out. In the end it's great if indie-games get better because we help each other out! :)
Gonna try the new version soon and write some feedback! :)
cheers!
1x
Oh man! The game got lot more updates and now it's VERY different from what you saw first. there are lot more stuff added - removed changed. I kinda paused the development has I got bus with lot of other stuff but I will develop it when I have time, thank you for the comment again!
🔒 Some antivirus software (especially Windows Defender) may falsely flag the game as a threat. This is a common issue with unsigned indie games. Rest assured, this game is safe to run. I'm working to get it whitelisted.
Until the 'installer.exe' gets the clearance, you can enjoy playing the Windows standalone game.
You can check the TanksGoneRogue@VirusTotal.com for the .exe security scan details.
The Windows ZIP file is infected by: Trojan:Script/Sabsik.FL.A!ml
This is flagged by Windows Defender as a SEVERE threat.
Proof:
Hmmm.
Hi Thanks for posting this here. Probably because I'm not a verified publisher? I have enabled the standalone to download as well - you can try that if the installer gets flagged.
Just tried again. Microsoft Defender quarantines Tanks Gone Rogue [Windows].zip right after download in the web browser.
Did you try the standalone as well? I export the .exe using Godot's native exporter and then made the setup using inno. Do you know a way to overcome this issue?
Sorry, I am not going to download an EXE file knowing a threat was detected in the ZIP version. I already installed Malwarebytes 2 times today to double check if the threat has been purged from my system.
No problem and thank you for your honesty. I will try to understand how to solve this issue.