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The once peaceful surface of Mars has decayed into a violent battleground between arms corporations and Earthly governments.
To join the fight would be crazy. To survive would be downright psychotic.

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Landsword is a top-down mecha shooter with a heavy emphasis on destruction and gameplay that combines elements from classic shoot em' ups with contemporary action-stealth games.


Featuring fully destructible environments, players must use their wits and surroundings to outsmart and defeat enemies in combat, while still retaining an arcade feeling to its gameplay.


This early prototype demo currently includes seven different missions with fourteen different weapons to choose from.


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"D3DXCompile failed / Fatal Error in Vertex Shader Compilation"

Upon starting a mission, you may encounter an error screen that says a shader named shd_outline_old failed to compile. This error only occurs because your computer does not have DirectX9 or later, so please see if your DirectX driver is up to date or installed at all. You can download the driver patch directly from the Microsoft website. This will fix any shader compile errors if you are having them, and should work on any Windows version (including XP and Windows 7, 32 or 64 bit)

  • If you are having the same issue on a Linux emulator, please use Winetricks to install the DirectX patch and then try again.
  • A dedicated Linux build will also come eventually, but currently I do not have the ability to compile one.

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This demo is 100% free and the game is a work in progress, but any donations will go to paying for a proper soundtrack and some additional programming help for things such as shaders.

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Wishlist the game on Steam!

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StatusIn development
PlatformsWindows
Rating
Rated 4.9 out of 5 stars
(485 total ratings)
AuthorMezzSoft
GenreAction, Shooter
Made withGameMaker
TagsDestruction, mecha, Mechs, Pixel Art, Sci-fi, Shoot 'Em Up, Short, Tanks, Top down shooter
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksSteam
ContentNo generative AI was used

Download

Download NowName your own price

Click download now to get access to the following files:

Project Landsword Demo Build V.0.8.2.zip 41 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 703 · Next page · Last page

Greetings!

While playing the final mission, I was thinking, how about making ammo containers interactable with the C key?

When playing with the Vulcan cannon, I always seem to run out of ammo, and I think being able to carry the containers would expand the range of gameplay options.

Interesting concept! The next build will have the Vulcan's ammunition increased substantially, so it probably won't be necessary to include. Still, it'd be fun to have other objects that could be towed around for cover perhaps.

there only 7 missions at current time?

Yes, I'm afraid currently there are only 7 missions. Next demo release will have more added.

Hey so i'm running into this error

___________________________________________

############################################################################################

FATAL ERROR in Vertex Shader compilation

ShaderName: shd_outline_old

D3DXCompile failed - result

at gml_Object_o_player_Draw_0

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Object_o_player_Draw_0 (line -1)

Please how can I fix this ?

Hello. Please download and install the DirectX patch linked in the description above.

U got a discord server?

One will be put up at a much later point.

Hello again! Today I decided to replay this game, and noticed weird shooting sounds that enemy mechs make, that sound like blasters from star wars. Is that a temporary SFX asset, or a stylistic choice?

Hello, I assume you mean the ricochet noises? It's a stylistic, choice, I think it sounds interesting.

(+1)

soo i've been thinking about how the more "traditional looking" mechs would look like without ruining the alienees that comes from leaning to being vehicles in the game and i kinda came up with this. two forearms come from the elbow, one is to hold onto the weapons (even improvised ones) and the bottom one is to being able to continue to interact and manipulate their environment.there is no way in hell this would be implemented in the game aside from a lore text. the head wouldn't be an actual head but a sentry (two weapons put on each side of a camera system). (i didn't add the legs since they are so perfect, literally my favorite tetrapod designs ever)
i can continue to detail this design up if you'd be interested. and keep up the good work man!!

Very cool! I like that you put the crew compartment all the way in the rear. Admittedly, I haven't given too much thought as to what a traditional bipedal mecha would look like in the universe, but something smaller in scale intended for light infantry support would probably make the most sense, seeing as most legged and wheeled vehicles would be outpacing them both in firepower and movement speed.

i can continue to detail this design up if you'd be interested. and keep up the good work man!!

Cheers! Feel free to.

(+1)

i am really glad you liked it and the praise means a lot to me, as for the purpose of bipedal mechs i'd have a differing idea (though, this design was more of a "mod" on the crawler val uses)

flankers, the main point of the biped mechs would be 3 dimensional combat like a sort of bridge between a tank and a helicopter. the point of the legs in that sort of a design would be not to facilitate walking but to survive the landing by breaking the fall (think of them as more built like ostrich or more generally bird legs). i've been toying around that idea for a long time and i thought about those designs for a long time. i can send you the latest one i am working on trough some sort of a dm, i don't particularly feel comfortable sharing that one to the open.

thank you for your encouragement!, i'll work on this one and post more about the arms :D.

Just uploaded a Mission 2: Lazy Blade gameplay showcase after someone requested help beating it 😄 Turns out the strategy is basically standing around and slicing everything that gets close lol.

Loving the destructible environments and combat flow in this demo so far. Looking forward to future updates for Project Landsword!

Gameplay video: Mission 2 – Lazy Blade Gameplay 


Nice job, thanks for making a video! The blade tactic is cheap but indeed works, I'll probably have to give it a cooldown. The next build will also have the map replaced with a completely new one, so stay tuned!

(+1)

Thanks! 😄 The Lazy Blade may be cheap, but it's hard to argue with the results lol.

Looking forward to the cooldown changes and especially the new map. The demo has been a blast so far. Keep up the great work! 👍

(3 edits) (+2)

this game is surprisingly replayable, considering months have passed after the last time i replied to this, so once again here are some ideas

- endless mode

simply put, you fight waves after waves of enemies, each wave harder than the last. however, while the arena is quite large, the terrain shifts between waves. maybe this could be added as a training room for crawler pilots? unrelated note, since we are speaking of terrain,

- actual terrain in missions

considering mars has quite a lot of craters, riverbeds, sand dunes and more, it makes some sense that there could be places where the terrain has multiple parts with different elevation. this could make for some good fortresses, especially with minotaurs and turrets in a crater holding an objective, though i dont exactly know if the game engine would allow it.


moving onto the crawlers themselves, it might just be me, but the crawlers do look like tank turrets on legs. maybe it makes sense lorewise that they have either a multi-crewed variant for co-op play, or one made for troop/item transport? after all, APCs and IFVs do exist, so maybe they can be enemies?

last but not least, a new secondary weapon could be fun.

- the air/orbital strike

by launching a marker, the air force or navy would be alerted to call in support either by conventional bombing or kinetic bombardment. for obvious reasons it wouldn't work underground, but above ground this could be very capable of damaging any static enemy. for balancing, the enemies could either move out of the way or attempt interception of the projectiles, possibly shooting down the jets outright as well.

anyways, i'm just gonna leave this wall of suggestions here, might go back to replaying the campaign again

edit: i reread the intel of the MBTs in game, and it appears that they are significantly larger modern MBTs. how big are they compared to modern tanks?

edit 2: regarding the co-op idea, i should probably clarify, the driver can operate the weapons normally in singleplayer, but more often than not the driver does get distracted by combat and can get stuck in terrain, resulting in hits that otherwise could be avoided. also, maybe add some reward for S-ranking a mission?

edit 3:out of sheer boredom, is there a chance you will add modding support in the future? i have some ideas for missions and weapons to test

Thank you for playing again! I'm always surprised when I hear people are still playing this short demo so many months since the last update. Sorry there still hasn't been a new release, but the progress report I'm working on will show why.

- endless mode
simply put, you fight waves after waves of enemies, each wave harder than the last. however, while the arena is quite large, the terrain shifts between waves. maybe this could be added as a training room for crawler pilots? unrelated note, since we are speaking of terrain,

Yeah, a "simulator" room back at the base you're in with just a sandbox and endless waves of stuff coming at you can be done, or some challenges. It'd be sort of like the VR missions in Metal Gear 1 and 2.

- actual terrain in missions. considering mars has quite a lot of craters, riverbeds, sand dunes and more, it makes some sense that there could be places where the terrain has multiple parts with different elevation. this could make for some good fortresses, especially with minotaurs and turrets in a crater holding an objective, though i dont exactly know if the game engine would allow it.

Elevation is kind of a problem in this engine, I'm afraid. I don't really think it's possible with the current setup unfortunately, both with the way buildings are drawn and the way in general the game has been laid out. I do want more varied environments though, and there'll be a lot more foliage added in the future.


moving onto the crawlers themselves, it might just be me, but the crawlers do look like tank turrets on legs. maybe it makes sense lorewise that they have either a multi-crewed variant for co-op play, or one made for troop/item transport? after all, APCs and IFVs do exist, so maybe they can be enemies?

For sure. There will be more than a few massive crawlers that are multi-crewed, some will be like mini-bosses and others full on main bosses that the stage are centered around. I can't share too much, but you'll hopefully get a glimpse in the next progress post.

last but not least, a new secondary weapon could be fun. - the air/orbital strike by launching a marker, the air force or navy would be alerted to call in support either by conventional bombing or kinetic bombardment. for obvious reasons it wouldn't work underground, but above ground this could be very capable of damaging any static enemy. for balancing, the enemies could either move out of the way or attempt interception of the projectiles, possibly shooting down the jets outright as well.

I've been working on a variety of new secondary weapon options that I'll be showing very soon. If you check the last progress report I put out, there's actually cruise missile air strikes for the tertiary/grenade slot which I've been playing around with. They function pretty close to that:


edit: i reread the intel of the MBTs in game, and it appears that they are significantly larger modern MBTs. how big are they compared to modern tanks?

Probably twice as big at least, especially if on Mars. It varies though.

regarding the co-op idea, i should probably clarify, the driver can operate the weapons normally in singleplayer, but more often than not the driver does get distracted by combat and can get stuck in terrain, resulting in hits that otherwise could be avoided. also, maybe add some reward for S-ranking a mission?

I've since made some changes to what can be destroyed and increased the movement of the player. You'll be able to run over the larger trees in the next update. Some rewards for completing certain objectives and getting good or bad ranks are planned, but I can't promise anything at the moment.

edit 3:out of sheer boredom, is there a chance you will add modding support in the future? i have some ideas for missions and weapons to test

I would love for people to be able to mod the game, but it's difficult for me to say how it would be set up. I will need to look into it more. Right now however, I am working on a level editor tool to create maps and missions, and that will definitely make it into the game at the very least.

Thank you again!

Is there any plans to add controller support so the game can be played like a twin stick shooter?

Definitely!

i think having the aiming be like how it is in golden eye would be best for this game

(1 edit) (+1)

ill give some funny feedback to make the game feel more "dynamic" in some way or another!

+v Buildings collapsing on enemies/players can damage them overtime until its completely destroyed (aka rubble) (excluding infrastructures that are weak in intergirty) cause adding live hazards that is caused by players are fun to look at i guess lol?

+v an Dash Mechanic for an new powerplant (or just called overdrive ingame)

> made up lore time! "a prototype powerplant designed to maximize mobility for crawlers alike, though with its dexterity comes with a price of its hefty size requiring the crawler to give up some of its armor plating to implement it"

> like mentioned ^ it would sacrifice armor for more mobility

> unlike some games interpretation of dash (being just tap shift to dash an certain distance) this one would be more of an hold down SHIFT to wind up the bar. the longer you hold down, the bar would slowly be depleted and thus longer dash disance, while also creating a projection of where you would be in the moment you release the bar!

>Bar mechanics:
- every kill you get will instantly refill one bar (with each bar on default requiring 4~7 seconds to refill natrually (will also play a sound when one bar is filled* (MIGHT NEED BALLANCING!!!!!!!!!!!)
>Keybind Mechanics:
-holding down shift will use the amount of dash it consumed, by releasing SHIFT on the end of each bar, the user will get EXTRA distance boost for doing a "Perfect Dash"
-Bars that isnt fully depleted (while winding up) will be instantly empty upon releasing (so user requires to conserve them in some way)

>okay now onto the extras!
-dashing into something (like building or enemies) will "Bash" them 
-buildings will collapse towards your direction while also sending giant chunks of debris into the direction (aka free shotgun pump) 
-enemies will be "Staggered", flung away from you and gets damaged by buildings that they collided into (including other enemies! think of like, 8 ball pool but with giant buildings and robots)

very evil mars lunatic crawler driver showcasing an PPlant's abilites!
Visual representation ^
thats it for this post! i do have some ideas here and there, with some refining ill post them here!
(+2)

unfortunately the embeded image doesnt work sooo ill post it here V

this immediatly reminded me of the ultrakill dash system

(1 edit)

Thank you for the feedback and ideas! I'm working on some melee weapon options that will sort of behave in a similar way regarding the charge-up and damage to buildings. Stay tuned!

(+2)

the sound breaker

(+2)(-2)

It's a really good game, and I even tried emulating it in WinLator, and it worked perfectly. Without needing to configure the container, I give it 10/10. It's compact, a great game/demo.

Very interesting, I didn't know it's even possible to run it through an Android emulator. Thanks for playing!

(+2)

the nuclear mech,

(2 edits) (+1)

Hi, I just remembered that irl hovercraft don't set off landmines, unless they're super sensitive landmines, which are apparently very dangerous to set up. It's not all that immersion breaking, but you could add that small bit of realism if you feel like it. I'm just a random person on the internet, you don't need to take my advice ¯\_(ツ)_/¯

(+1)

Interesting suggestion, thanks! I'll try changing them, maybe there will also be some larger hovercraft that set them off.

(+1)

or that the mines had to be developed further to detect hovercraft since they are more commonly used in this world. while i think the catch is great i also think there can be easy explanations. (though using that info when making future enemy designs would be really cool too)

(+1)

That's a good point.

Deleted 29 days ago
(+1)

This looks like just the tail end of a longer comment. All I can see is ",a nuclear mech: Kaali Yuga".

Deleted 26 days ago
(+1)(-1)

yeah sorry i talked abt a long thing but it got erased,i will rewrite  it with the highest accuracy 18 h after this comment because  atually its 00:17 where i'm living + i have school,8 hours,ye

yeah, i wonder what they said too

(+3)

hey man, i know it isn't right to ask for when the dates of the updates and i don't want to bother you with that. however i think we would be really pleased if you shared around some ideas (story or gameplay). honestly the art style and the world that you are constructing is more precious to me and i'd love to learn more about it if you are comfortable with sharing. :D

(1 edit) (+3)

I'll see if I can include some details in the next progress report! I'm glad you like the world, a lot is planned for it.

(+2)

thank you and god i am excited, best of luck man. i have nothing but good wishes for you

(+3)(-1)

WIP,i only used vectors to draw this in microsopht paint,and concept,only attack H2H,

but like it's name,launch 3 warhead-style projectiles that contains one mid-sized mechs each projectile,mid HP or slightly low,

used by the "Global Federation" and some clandestine orgs.

But the Centurion itself has a very high HP(35 layers average),moves slowly,mainly used to make bridge for mechs,that's why it has a powerful arm that can be meaningful to carry injured mechs(small-mid sized)

and also to attack with it's  6,5 meters knife,very powerful(could remove 3 layer to the player,or enemy if used by player),ofc it has a cooldown effect,and so attack slowly WIPConcept for Project Landsword or Terminal Lucidity

(+1)

Nice, thanks for sharing!

(-1)

You can solve directX problem to download d3dcompiler_43 or d3dcompiler_47 into game folder

If you download the DirectX patch linked in the description it should work as well.

I got an error and couldn’t download it properly...

(2 edits) (+1)

salut mon ptit chou ^^,si le jeu sortirait sur steam,il sera gratuit ou payant ?Et attends mon ptit chouchou^^,tu sais  je suis suffisamment aisé à créer des perso fictifs(surtout du camp ennemis dans le jeu,et qu'ils seront majoritairement des bosses[concepts])et faire des dessins sur eux,donc stv jpeux les partager ici

(+1)

Bonjour. L'idée est de finir le jeu et de le sortir sur Steam à un prix modique. Et merci pour votre proposition d'aide, c'est très gentil. Je ne peux pas promettre que quoi que ce soit sera intégré, mais n'hésitez pas à partager vos illustrations de fans ou vos concepts de boss, ça ne me dérange pas.

(1 edit) (+3)

how long do you think will take till the next update?

(+2)

one century

(+5)

(+5)

My past estimates were incorrect, so I think it's best to avoid giving more false dates at this point. The game is actively being worked on though.

(+2)

Well, thank you for not giving us false hope lol. Still can't wait for it to drop, easily one of my favorite games I've ever played!

Ima download ts game rq it seems fun :D

(+1)

Just found this game again after a year and got sucked in right away, hahaha, It`s nice to see it wasn't abandoned. This game is also an inspiration for a novel i'm currently planning to write and i would like to learn a thing or two about the lore and further plans. Is there a way to contact you or maybe there is lore and info about the setting posted somewhere? Thank you, dude.

(+1)

Thanks for the kinds words, and nice to hear it inspired you!

Is there a way to contact you or maybe there is lore and info about the setting posted somewhere?

It's being worked on, but for now there's not much I can really share. Next update should have more information about the world though.

is there going to be a sandbox mode to play around with in the future?

(+1)

Maybe!

(+1)

Finally got S in all my mission , i am ussally a railgunner , i am ussually a fast paced maneuvering type fella so the issue i am been facing is sometimes the mech goes right instead of left and and this happend atleast twice my keybord seems fine so idk and as railgun has pretty low ammo missing shots is annoying

Nicely done! I'll look into the keyboard problem, but I haven't encountered it in testing.

it would be nice to know how well you are doing or what rank you have when redoing level kind of like how it is in ultrakill

(+1)

and also about the name of regions of your version of Mars,Martian bases's names,and also the main characters,i can suggest you are a French guy,like me,but Catholic too.(lol jk)And the more important thing i want to add: will the game have new bosses and bots,but also Bio-weapon like hornets loaded with M249 like gun or some ideas like this,like if there will be level on Mars's Cave or Mars's Moons

Bosses for sure, but I can't promise any of the other things, sorry.

yes ok ,yes!

If I may ask will there be a multiplayer mode and endless modes ? this seem like the perfect game for it.

Possibly an endless mode at some point. Multiplayer is very low priority currently, it'll be a lot of work to set up I'm afraid.

(1 edit)

Hey MezzSoft, got a few questions and suggestions after playing for a while:

  1. Sometimes missiles and rockets just slam into the ground instead of reaching distant targets, which makes long-range attacks kinda unreliable. Is this intended, or could this be improved?
  2. Aircraft seem able to detect and attack units hiding inside smoke. Is that a deliberate design choice, or is smoke supposed to fully block targeting?
  3. Any plans to buff the Mark-7 autocannon and the GAU-678 rotary cannon?
    Right now the Mark-7 feels worse than the XM-4 Smartgun in almost every way except fire rate, and the GAU-8’s damage feels a bit underwhelming.
  4. I noticed the mech turrets have something mounted on both sides that looks like smoke launchers or maybe an APS. What exactly are those, and are there any plans to expand their functionality?
  5. A lot of players feel that mines aren’t very useful at the moment. Maybe you could take some inspiration from real-life systems like mine deployment vehicles?
(+1)

Thanks for playing!

Sometimes missiles and rockets just slam into the ground instead of reaching distant targets, which makes long-range attacks kinda unreliable. Is this intended, or could this be improved?

This may be a glitch, I know locked-on missiles currently do not fly over buildings to hit flying targets, but in the next build it should be patched.

Aircraft seem able to detect and attack units hiding inside smoke. Is that a deliberate design choice, or is smoke supposed to fully block targeting?

This is intentional, but I will likely change it as the whole smoke system needs to be revised entirely.

Any plans to buff the Mark-7 autocannon and the GAU-678 rotary cannon? Right now the Mark-7 feels worse than the XM-4 Smartgun in almost every way except fire rate, and the GAU-8’s damage feels a bit underwhelming.

Almost every primary weapon in the game I've actually buffed either in damage, ammo, or sound since the public release. The next demo will have way more powerful feeling weapons along with some new ones.

I noticed the mech turrets have something mounted on both sides that looks like smoke launchers or maybe an APS. What exactly are those, and are there any plans to expand their functionality?

If you mean the Mantis mechs, those are missile tubes mounted on their sides which they fire at you. If you mean the player's mech, the M97, then those are probably the smoke dischargers.

A lot of players feel that mines aren’t very useful at the moment. Maybe you could take some inspiration from real-life systems like mine deployment vehicles?

It's indeed the least popular weapon in the entire game. I have some ideas on how to fix it though, and the next build should have it replaced entirely.

Deleted 44 days ago

Hmm, the player's mech already have smoke dischargers. 

From what I can tell, the smoke dischargers mounted on the sides of the turret look more like the type that deploy smoke around the mech itself, while the smoke grenade version that we use works more like a mortar, firing smoke rounds to create a smoke screen at a distance.

Because of that, maybe it would make sense to make the built-in smoke dischargers a default defensive system (close-range, self-cover), and let the equippable smoke launcher focus on its unique role as a long-range smoke deployment tool?

It is possible to add sound-sensing mines similar to those in Battlefield 6.

The above text uses translation software.

(+1)

Extremely fun game, very satisfying explosions and weapon choices. I have been unable to figure out how to spend money or upgrade my hull, I believe these aren't possible yet. I beat every level on S difficulty, given the range of the weapons it wasn't the most crazy challenge but it gave some replayability. I'd love to have more levels to play with, more maps, more enemies, more hulls. Very excited to see where the game goes, and I wish I had the graphics talent you do, the style is impeccable

(+1)

Thank you very much for playing and the kind words! Great job S-ranking every mission too. There's a lot more planned and being worked on right now, stay tuned!

(+3)

This is an excellent game and I'm really enjoying it. I'd like to propose a small improvement: currently, mechs retain the same appearance regardless of the weapons they are mounted with. It would greatly enhance the gameplay experience if mechs displayed distinct visual changes when different weapons are equipped. Thank you for your consideration!

(+1)

I agree that this would add to the immersion. I don't mind waiting for this though.

I'm also think that would be very very cool

Thanks for playing! I'd like to add sprite variations for each of the weapons too, but I'd like to make sure every weapon is fully implemented in the game before I do it.

Will the placeholder map for mission 2 be replaced in the coming update?

(+2)

Hopefully it will. I've been wanting to replace the map since the first release with it, but I've had some difficulty figuring out how to remake it and create appropriate assets. I might end up making a completely new mission entirely and save the grubs for a different one.

(+2)

Nice. Even though I like that mission already. It's a nice change of pace during the mission cycle.

(+1)

Thank you very much for your effort. I replayed every level of the demo many times and tried my best to achieve the highest possible S rank on each one (I still have not completed the S rank for the final). This is the best top-down mech shooter I have played since Brigador. I sincerely hope your development goes smoothly, that you are able to complete everything you have planned, and that the game will eventually be released on Steam.

Speaking of Brigador, do you have any plans to include significantly smaller and larger human enemy units/vehicles in the game, in addition to the more common standard-sized mechs and tanks (such as the player’s current Crawler and the vast majority of enemies encountered so far)? I noticed that in the comments you mentioned the possibility of larger enemy tanks/vehicles and even large bosses, which I am very excited about.

At the same time, you also mentioned that infantry units would be too small to display properly at the game’s current visual scale—possibly reduced to only a few indistinguishable pixels, so you do not plan to include standard infantry, which I completely understand. However, I would like to offer a more practical suggestion: powered armor / exosuit units. These could be clearly smaller on screen than the smallest mech or Crawler, but not so small that their silhouettes become impossible to recognize like ordinary human soldiers would be (something similar to the 3–4 meter-tall armored suits in Armored Trooper VOTOMS). Equipped with autocannons and rocket launchers, these powered armor units could perhaps serve as the smallest and most numerous human enemy type in the game, usually deployed in groups and posing a threat that the player cannot ignore.

Of course, this is only my personal suggestion for the game’s development. If it does not fit your plans for the future, please feel free to ignore it. Finally, thank you again for your work. I am really looking forward to the next development log and the next demo update.

This sounds pretty cool! To go along with that though, I'd like to see the machine gun that the Minotaur has as a usable secondary weapon. The reason for this is that you could use the machine gun to take out the power armor units and other small vehicles effectively without having to waste primary weapon ammo on them.

Thank you for playing the demo and your kind words! A full Steam release is planned, but it will be some time.

Do you have any plans to include significantly smaller and larger human enemy units/vehicles in the game, in addition to the more common standard-sized mechs and tanks (such as the player’s current Crawler and the vast majority of enemies encountered so far)? I noticed that in the comments you mentioned the possibility of larger enemy tanks/vehicles and even large bosses, which I am very excited about.

There could potentially be much smaller enemies now since I've reworked some of the user interface to make the target highlighting a bit easier to read. Powered armor units would probably be around the size of the bison you see roaming around the fifth mission, if not slightly larger. I'm not entirely convinced they'll be readable enough at a glance, but it's certainly something I want to experiment with and see if it works. Having very cheap cannon fodder enemies to space out battles with harder ones like the Minotaur would be nice.

Finally, thank you again for your work. I am really looking forward to the next development log and the next demo update.

Thank you again for the kind wishes and interest! I'm still working hard on the game, but development has been a rather slow process.

(+1)

solid old skool anime fun!

Cheers!

(+1)

very solid, the only thing i missed was an accuracy counter.

(+1)

Good idea!

I have a weapon idea that's probably not very good, but here it is anyways; a mortar. This would be a main weapon that's like the grenades, except more explosive, and you can charge it to make it go further.

Could be OP. On the other hand it will suck in cqb.

(+1)

It would definitely suck in cqb, which would hopefully balance out how powerful it would be. As I said though, it's not the best idea, it's just the only idea I had left. I was just putting it out there to make more room in my brain.

It's been requested by a few different people, so I'll try it out. I can't promises it'll make it in though, I think the ten grenades that players have now work only because the count is so limited.

I'm not expecting it to make it in, I was just throwing my last idea out there. I really don't mind if you don't end up adding it.

will the game have more verticality?

Everything in the game is completely 2D so it's a difficult thing to do, but we'll see what happens.

(+2)

I know this upload is a bit late, but I wanted to share my gameplay of Mission 7: Laser Tunnelling. I previously uploaded some of my gameplay on YouTube and I hope you all enjoy watching it.

In this gameplay showcase, I navigate through the high-intensity challenges and precision mechanics of the mission. I also got to experience the latest update with smoother controls, enhanced visuals, and improved enemy AI.

Great work on the game!

You can watch the gameplay here: https://www.youtube.com/watch?v=AfTEX_NMrKg

you can also do it with the flamethower

Oh nice, thanks for the tip! I didn't realize the flamethrower could also be used for that. I'll definitely try it in my next run. Really enjoying the mechanics and different ways to approach the mission.

thanks bro for sharing this helpful video,i now know that we can destroy walls with dajjal

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Glad to help! I'm happy the video was useful. The game has some really interesting mechanics, and it's fun discovering different ways to complete the missions. Thanks for watching!

np

Thanks for playing and making the video! I'll probably leave the destructible walls in even though it doesn't make much sense. It adds more gameplay opportunities and people seem to find it pretty fun.

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You're welcome! I really enjoyed playing the game and making the video. I think keeping the destructible walls is a great idea. It definitely adds more gameplay possibilities and makes the missions more fun to experiment with.

Looking forward to future updates. Great work on the game!

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ok,its been 1 month and several days that i play this game and i've discovered recently that there were an easter egg in the pad,in the interface when you click in the F1 button.you can play a game named "serpent.exe" .So after this discovery,i was asking if there were other easter egg,like hidden level or mech,so developper,is there other easter eggs?If yes could u tell me pls if its a mech or a level!And also about the game,is that a group or a single developper making the game? 

i also forgot to show the full  walkthrough of the game's levels

pad? what?

yeah when you choose your desired level

Deleted 39 days ago
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Thanks for making a video. There's only one easter egg with the PDA right now, nothing else I'm afraid.

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Definitively one of those hidden gems.

Deleted 68 days ago
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I'm afraid you'll need to ask someone else to do that...

Deleted 68 days ago
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will there be a boss in the upcoming update?

add FRAUD THIRD: DISINTEGRATION LOOP jumskare lol :3

Possibly, it would be nice. I can't make any promises though.

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One more thing, if you're far enough away, enemy mechs won't notice you shooting at them. At least that's the case with the railgun.

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Thanks for letting me know, I'll see about patching that.

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