Welcome to Tanks Assemble - the top-down RTS where armchair general meets armchair designer!

Choose from a variety of engines, hulls, and turrets to customize your army to your heart's content. Control all buildings on the map to win!

Controls

WASD or Arrow Keys - move camera

Mouse Wheel - zoom in/out

Left-Click Drag - select units

Right Click - command selected units to move

Q - toggle show/hide build menus

E - open/close settings

R - restart level


The Tank Building Manual

Tank cost differing amounts of money and time to build (build time is proportional to the square root of cost). Each of the three parts that you select for your tank affect its performance in various ways:

Engine - bigger engines increase the speed of the tank.

Hull - bigger hulls increase the health of the tank. However, bigger hulls are also slower.

Weapon - there are two types of weapons: artillery weapons (mortar and howitzer) that can shoot over walls, and direct fire weapons (everything else) that cannot. Each weapon has its own strengths and weaknesses, so try them all to find the one that best suits your needs!


Some Tips if You're Struggling

If you find that your tanks are being wiped out too quickly, try playing a little more aggressively and capturing as many factories as you can at the start. There's a few seconds of grace period at the beginning where the enemy won't make any tanks, so you can use this opportunity to capture as many enemy factories as you can. Capturing one or two factories in the early game makes a big difference, because it means that you won't have to deal with enemy tanks from that factory for the rest of the level.

You can also try playing defensively and hopping from factory to factory. The healing power that comes from a friendly factory can be a significant boon to your army. Don't worry too much about losing too many fountains in the early game, because the AI doesn't really know how to use them. It'll just keep trying to throw tanks at you without bothering to save up for charges or anything, so as long as you can destroy the enemy tanks as they come, losing fountains isn't really gonna set you up for failure in the long run.

Worst case scenario, you can also skip a level. The levels are meant to be played in order because they're supposed to be in order of ascending difficulty, but all the levels are unlocked, so if you find that one of the levels is too hard, you will not be penalized for moving on.


Credits

Sprites made in Inkscape

Victory jingle sampled from Daft Punk's "Beyond"

Defeat jingle sampled from The Sherbs's "We Ride Tonight"

All other music and sound effects made in LMMS

Special thanks to Thanks Tanks - an obscure Flash game and the original inspiration for the engine-hull-weapon system. It's always been a dream of mine to see that mechanic in 2d, so when I saw the theme for this jam, I knew I had to make this game.


Functionality-wise, the web build is identical to the Windows and Linux versions. However, in my experience, it's laggier, so if it's too laggy for your liking, you can try downloading the native versions.

Once again, as with most of my other jams, there were quite a few features that didn't make it in because of time constraints (a handful of minor bugs were also left in for the same reason). However, in the end, I still ended up with something I'm proud of. Enjoy!

Download

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Click download now to get access to the following files:

TanksAssembleWindows.zip 20 MB
TanksAssembleLinux.zip 22 MB

Development log

Comments

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The game was honestly kind of ruined for me because of the difficulty curve. The game seemed really charming at the start, but immediately after starting the barrier stage, I hadn't won once, as the enemy AI was super aggressive, giving me no chance to make any kind of tanks to compete. That's not to mention that powerful cannons like the Howitzer, could get strapped onto ultra small units, making them basically you kill instantly if the enemy made a bunch. Call it a skill issue if you want, but honestly, the game just stomps you out

Rip, I probably should have known that my lack of playtesting was gonna catch up to me eventually. I did think that Barriers was a hard level, but I didn't think that it would be that hard.

You're supposed to beat it by ignoring the bottom two fountains and only playing defensively at first. Try keeping your tanks near the factory (the factory's repair capabilities really help), then charging in and taking the entire map all at once when you've built up a large enough army. You do have to move your tanks around a bit to avoid enemy shells though.

You can also skip the level if it's still too hard, even with these tips. I forgot to mention this in the tutorial, but the levels are all unlocked at the start, so they can be played in any order. While they're supposed to be in ascending order of difficulty, you may actually find some of the following levels to be easier.

I always wondered, why they dont allow me to customize what kind of gun my soldiers/taks have in an RTS game? Luckily, your game provides that option, and it is an amazing concept.

(+1)

Thanks.

To be honest, I'm also surprised that not many games do this. It might have something to do with difficulty of implementation - I'm not sure.

The only other game that I've seen that does this is Thanks Tanks (a really old flash game that I originally got the idea from). It was relatively simple and only one dimensional though, so when I saw the theme for this jam, I figured it would be a perfect opportunity to breathe new life into the concept.

XCOM/UFO games "kinda/sorta" do that, on an understandably smaller scale. Maybe it is also hard to balance? It is understandable in mostly PVE game, but when you want to implement competitive multiplayer, it might be a little bit hard to find a sweet spot between fun of customization and balance.