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Mini Tank Mayhem News

Monthly Transmission Manifest (March 2025) - Switching The Canvas



This is the commander speaking!


Welcome to the March devlog for Mini Tank Mayhem! This month, we're diving into a mix of nostalgia and progress as we showcase the latest updates on the game's promotional art.

Don’t forget to check out our videos and posts on Facebook, Instagram , and Twitter. Now let's get those tanks moving!

[h2]The Old Promotional Art[/h2]

The original concept for Mini Tank Mayhem's promotional art started with a focus on highlighting both the tank and card elements, emphasizing the core mechanics of our tower defense deckbuilder. To add more context and depth, we added Aliens to give visual cue what players will be fighting against.

As mentioned in our previous devlog, this state of visual direction is still in early phase and we lean towards cartoony yet saturated color palette.



[h2]The Second Promotional Art[/h2]

As time goes on, we've created another piece of promotional art with different approach. This time, we focused on brighter, more vibrant colors to make the visuals pop. However, we noticed that the background felt less dynamic compared to previous iterations.



Back to research department, we found that many successful visuals in the genre share distinct elements such as intense action effects, swarms of enemies overwhelming the main character, and towers fiercely battling the hordes.



[h2]The Final Promotional Art[/h2]

The initial redesign is based on our first promotional art. After experimenting with different designs, we found that adding VFX, enemies, bolder colors made the art more visually striking. This new design can be an example for us as a guideline for how we approach the new promotional artwork.



The results are as follow. We created 2 instances of promotional artworks where the first art focused on multiple tanks, the second art is focused on single tank fighting the aliens.





What do you think about the evolution of our promotional art? don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.

Celebrating The Days of Ramadan Festival 2025 With Mini Tank Mayhem

[h2]This is the commander speaking![/h2]

We are happy to announced that Mini Tank Mayhem is part of The Days of Ramadan Festival 2025 !!

[h2]Celebrate The Days of Ramadan Festival 2025 [/h2]
Join us and celebrate the Ramadan month! The Days of Ramadan Festival 2025 is a digital festival where you can find hundreds of video games from many region. Explore a range of genre of deckbuilders to awesome indie games. Huge thanks to SEAGamethetic for hosting this awesome event on Steam!




Enjoy the recently released and upcoming games created by Algorocks!


Monthly Transmission Manifest (February 2025) - Commander Reporting For Duty



This is the commander speaking!


Welcome to February devlog for Mini Tank Mayhem! We’re kicking off this month with introducing our commander and new promotional art for Mini Tank Mayhem. We’re very excited to share this to everyone.

As always, don't forget to always check out our videos and posts on Facebook, Instagram , and Twitter. Now let's get those tanks moving!

[h2]Commander Reporting For Duty! [/h2]

In Mini Tank Mayhem, players can choose one of three commanders to aid them in battle. Each commander has their own card deck and special ability. For example, some commanders specialize in boosting tanks’ damage, while others focus on recovering missing HP from damaged tanks.



Back in the brainstorming session, we initially designed two commanders: the Lieutenant and the Engineer. During development, we reached a crossroads in deciding which art style would suit the game better—Chibi or realistic proportions. After much discussion, we ultimately chose the second option.



Not all character designs were final at that stage. Once we decided on the overall art style, we refined the characters to make them cuter and more appealing. For the Engineer, we created four design variations. Each version retained key elements, such as goggles, robotic arms, and bouncy boots, ensuring a consistent identity.



The Lieutenant underwent notable changes, particularly in their physical and facial features. However, we retained signature elements like the jacket, beret, and a scar over one eye to maintain their established character tropes. Our goal was to make the commanders in Mini Tank Mayhem look younger and more visually appealing while still feeling battle-ready.



The final result is a lineup of bright and charismatic commanders, each with their own strengths. Whether you prefer an all-out offensive approach or a more tactical playstyle, the choice is yours!


What do you think about the commanders? don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.



Monthly Transmission Manifest (January 2025) - Placing The Cards



This is the commander speaking!


Welcome to the first-ever devlog for Mini Tank Mayhem! We’re kicking off a monthly series to keep you in the loop on everything we’re working on. We’ve got some exciting updates, tweaks, and a peek behind the curtain to share with you. Let’s dive in!

Before we dive in, don’t forget to check out our videos and posts on Facebook, Instagram, and Twitter. Now, let’s get those tanks rolling!

[h2]
Card Design - Less Clutter, More Impact
[/h2]

We’ve been hard at work designing the card for Mini Tank Mayhem. We wanted the card design includes information that players needed and able to communicate properly. After a lot of playtesting and late-night brainstorming (maybe too much caffeine), we decided to focus on the most important details:
  • Card Name
  • Card Type
  • Action Points (AP)
  • Description

This simpler approach should make cards quicker to read and easier to strategize with mid-battle. Keep in mind, these designs are still evolving so your feedback could be the game-changer here! Let us know what you think about the card design.



[h2]What’s Next ?
[/h2]

We're carefully tweaking the stats and effects of each card to ensure every match feels fair. The goal is to have a balance, so no one feels overwhelmed or underpowered. We also have a fair share on polishing animations, and effects to make every more feel satisfying. But most importantly, we’re starting to work on tutorial to get new players up to speed fast.






What’s your take on the revamped card designs? Got ideas for killer tank/module combos? Drop your thoughts below. Don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.



Monthly Transmission Manifest (January 2025) - Placing The Cards



This is the commander speaking!


We're starting up a monthly post to keep you updated on what we are up to. The first edition of the devlog will be covering on card implementation in Mini Tank Mayhem.

Before we proceed, don't forget to always check out our videos and posts on Facebook, Instagram, and Twitter. Now let's get those tanks moving!

[h2]Shuffling The Cards[/h2]



Over the past two months, our team has been designing several mockup card designs. We wanted the cards in this game communicate well between players, both textually and visually. Our initial iteration for the cards was inspired by DADOO , next we added written information ranging from attack damage, speed, range, and HP. However, we found that the amount of information written in the card was overwhelming.

As a result, we redesigned the cards with minimalistic design yet retains the important information such as AP or Action Points, card type, description, and title of the card. Both can be seen distinctively through visual-cue, for example card types are different to another based on the card frame. Additionally, if you have suggestion or feedback about the design or layout, feel free to share your ideas and comments about the cards!

In Mini Tank Mayhem, players can use cards to deploy tanks, skills, or upgade to the tanks depends on their remaining Action Points. The cards are divided into three types: tank cards, module cards, and skill cards. Tank cards has in-depth three variation that can tell the difference with visual colors and attack types. The three variations are ranging from Assault Tank, Beam Tank, and Utility Tank.



[h2]Types of Tanks[/h2]



The Assault Tank is one of tank card that use projectile damage. The projectile in Assault Tank means some sort of a form of physical attack so think of it like normal gun that shoots bullet instead of water. What makes this tank stands out is that Assault Tank is highly useful when you want to deal significant damage to enemies.

On the other hand, the Beam Tank uses energy-based attack similar to lasers or flamethrower. So imagine yourself getting hit by water gun and you can feel the cold. Beam Tank has lower damage output compared to Assault Tank but it has higher advantage in applying debuffs to enemies. These debuffs can be burn debuff, slow debuff, or poison debuff.

Lastly Utility Tank which act as support for tank in reachable area. Utility Tank does not shoot enemies but they provide cover and buffs which benefits for deployed tanks. Make sure to place your tank in strategic location!

[h2]Upgrading Your Tanks[/h2]



During battles, you can enhance your Tank's power using Modules. Modules are special card for tanks that can boost the stats of deployed tanks. Think of them like attaching gun attachment to your weapon but once it is attached you can't remove them for the entire encounter. We have been working on implementing Module such as scope module, fire rate module, poison module, and lastly attack boost module.

In Mini Tank Mayhem, you can find and collect Module cards with various buffs. These buffs either inflict additional effects on enemies (poison, burn, and slow) or stat improvement (ATK boost, HP boost, and armor boost).

[h2]Skill Cards - For Emergency Purpose[/h2]



Having a special card can save you in highly critical situations. Skill cards are unique cards that affect the battlefield environment. In Mini Tank Mayhem, you can search for and collect a set of skill cards with each has its own effects.

For example, the Napalm Strike skill card allows you to launch missiles at a chosen area, dealing 25 damage to enemies within that zone. Additionally, you can destroy all tanks in an area to deploy the Amalgam, whose attack damage and HP are based on the combined total stats of the destroyed tanks. Skill cards require significant resources, so use them wisely!



That's all we have for this month, tanks for your support! it's great to see our game is slowly becoming what we envisioned. We are also excited to show more stuff in the future so don't forget to follow and wishlist our game on steam and social media.

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