Mission 7 ended with Metal Gear Solid vibes. I looked at all the new content and used it on pretty all mission. Great job. Only 2 things for me need to change :
- 120mm cannons seams to have too much ammo -> 80 to 90 is more realistic for the turret we have and ammos need to be scarce if overused. I spend only 75 shells on mission 2. This is basicaly the only weapon that can kill all the bugs without reloading if i use my secondary weapon.
- In the last mission, RC mine is not going to the right directions somethimes and grenades from me and ennemies goes over impenetrable walls.
Does all units can be unlock on the new Intel pannel right now ? New ennemies are tought that's cool !
Mission 7 ended with Metal Gear Solid vibes. I looked at all the new content and used it on pretty all mission. Great job.
Nice job finishing all 7! MGS was an inspiration for sure, though also Ace Combat 3 with the underground sections.
- 120mm cannons seams to have too much ammo -> 80 to 90 is more realistic for the turret we have and ammos need to be scarce if overused. I spend only 75 shells on mission 2. This is basicaly the only weapon that can kill all the bugs without reloading if i use my secondary weapon.
Noted. In testing I tended to use a lot of ammo with it in the other levels, though admittedly I didn't play much of mission 2 with that weapon since I felt it was a bit slow for the fast pace. I may reduce the ammo count then.
- In the last mission, RC mine is not going to the right directions somethimes and grenades from me and ennemies goes over impenetrable walls.
Sorry about that! It has to do with the pathfinding, it struggles to find where to go with the completely enclosed walls versus on more open levels. I wanted to fix it but there just wasn't any time left. For now if you keep your cursor close to it and out of walls, it should follow it mostly correctly.
Also I'm aware of the enemies sometimes clipping into the walls. It's kind of a tough thing to correct since they wander around the level even when the walls are deactivated. If I activate the walls off screen, even without them drawing it can take a large hit to FPS to have so many objects running, so I'll need to think of a new solution.
Does all units can be unlock on the new Intel pannel right now ? New ennemies are tought that's cool !
At the moment, only four units can be unlocked in the vehicle section. I wanted to do lots more including the helicopter and turrets, but again due to the deadline to meet the testing jam on itch there wasn't a lot I could draw. In the future there will be every enemy in the game as well as full color illustrations like the hangar in addition to the monochrome line drawings. It's sort of a proof of concept currently.
Sorry about that. Trying to fix this issue right now, a few other people reported it too. I think it may have to do with the extension I used to fix opening links.
Curiously a few people managed to fix it by deleting their saves in the AppData folder, might be worth a shot and seeing if that changes anything.
Hello. To fix this error, please download the Microsoft DirectX patch that I linked in the description. This crash occurs only because your system does not have the DirectX9+ driver to compile the outline shader. The patch should work on any OS version.
Stumbled upon this project looking for mech art on Pinterest. So glad I did! Already in love with the game and I'm looking forward to seeing more from it!
I've been playing with the released levels occasionally over the past few months. The gunplay and the sound design are amazing. But what really attracted me was the sci-fi but somehow realistic art style and the weapon/hull designs that came with it. really looking forward to future updates and the full release!
Thank you! There will be new levels and some more fun things to play with soon. I'm always surprised to hear people are still replaying this short demo even months later haha.
But what really attracted me was the sci-fi but somehow realistic art style and the weapon/hull designs that came with it
I'm glad you enjoy that aspect, I plan on doubling down on it hard since I really enjoy designing said things.
Thanks for playing! Looking back on the version that's currently public, I feel like there's honestly not that much replayability, but people keep telling me they keep replaying it to my surprise.
mezzsoft if you abandon this masterpiece i won't forgive you in the afterlife
Haha, I don't intend to abandon it. There's still so much to do, hopefully fate lets me continue worki non it.
The menu system is really well done as well! I love the crisp lines of it. I'm just about done with my 2d engine and taking heavy inspiration from what you've done here with your menu system; it's really good
In its current state, short but sweet! Very lovely game with a nice aesthetic to it. Favorite thing about it is posting up behind a building and shredding through it with the available ordinance to annihilate the enemy on the other side. It's an almost terrifying concept to sneak behind a building in a mech of all things and kill an unsuspecting doofus.
Hi i want to tell you i just made an account on itch.io just write a comment to u ... I wanna S A Y THAT THIS GAME IS AMAZING '!!!!!!!!!!!!!!!! U blew my mind I am not gonna lie for last few months I have been playing only battlefield 3 and call of duty but any new AAA games launching now a days does not give me excitement or thrill anymore ..... after playing ur game i dont know why but a weird nostalgic thing was felt by me .... i cant put my finger on it or what it is ... but i haven't felt this thrilled in a long time.. this pixel art is just beautiful its something i crave for ... can u please tell if there are any other games made by u ??????
This is a very good game I saw on itch, I'm really looking forward to the next update, I've rarely seen a game with such a great effect, I'm curious, how much effort and time did you spend to learn to make this game with such a good art style and effects and optimization, is it convenient to say? I'd love to find out.
Thank you for playing! I've worked on and off of a bunch of different personal game projects over the past decade, though none were particularly serious projects. I'm more of an artist than a programmer, so the art side of this one was kind of easy. As for the effects and optimization - I have a very old laptop, so it's kind of necessary for me to have the game optimized if I want to test and play it.
If the game is completed and depending on the development team if you want to have money to continue developing I recommend you sell the game on steam at a reasonable price because my money is all on steam and I don't have enough money or cards to support you. This game is extremely great.
Currently I'm using the in-engine editor for making new maps, but eventually it would be fun to have an actual in-game level editor to play around with. I'll probably need to rewrite a bunch of scripting to place objects and edit them in real time though.
I think I saw this mentioned in earlier thread, but can't find it thanks to accursed itch.io not offering any comments section search function I can find. :p
Some travel ability ideas:
-Jump jets (maybe some crash damage on impact, like the jump jet pack in Alien Swarm)
-Teleportation (maybe does some damage along the teleportation "path")
-Mole Burrow (move a certain distance underground, destroying environment above your tunnel)
Hello I made an account specifically so I could comment and say how much I love this game I can't wait for you to release it and I really do wish you the best ! This is going to be a day 1 for me for SURE !!!
Is there a suggestion page? I'd like to suggest a way to add different playstyles, like a core that makes you invisible and a tag for missions that lets you know if it can be done without being seen by the enemy
This game is absolutely phenomenal! I adore the railgun for the sheer amount of destruction it leaves behind with every shot. The charge-up sounds are also great and help make it one of my favorite implementations of a railgun in gaming. Really, every gun in this game is done well and feels wonderful to use with the awesome destruction effects!
All that being said, I really enjoyed your game and look forward to you finishing it!
I've had a few ideas for one-off missions where you don't control the current quadtank, but I can't guarantee anything. A gunship could be fun, but I think it'd break quite a bit of the game's current design with how the terrain/buildings are. We'll see though.
The game is already compatible with hundreds of controllers. On conflexgames.com, you can download a special version of JoyToKey that is even easier to look at in a living room, than the regular version. Project Landsword also has its own barcode, which you scan with your phone, to get quick access to the keyboard and mouse defaults, which get plugged into JoyToKey.
Couple neat things I noticed - the enemy mini-gun turrets blast all launched HE grenades before they can hit the ground. :D; and it's neat that armored units "pull back/clear the area" when helicopter gunships approach your mech.
This is the best strategy to kill those fucking grubs. For your loadout use the thermal projector, incendiary grenades, and any missile. Now for the strategy, gather them up in one place by kiting them. Kill those that are dangerously close to you. After you have gathered them launch your grenades towards them and use your thermal projector. Easy as that.
A melee slash will be in the next build! You'll be able to cut them and other enemies at close range in half. The ability to ram with a boost has also been requested for awhile, I'd like to add that eventually too.
Akiyama Mizuki's advice is pretty good. Personally I find the scattergun is underrated for this mission. See if you can avoid them and have a lot bunch up together before firing, you want to take out as many as possible when they're in groups. Also try out the smoke grenades, they should stop when in the clouds allowing you to hit them easier.
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Let's try this new update!
A few of your weapon requests made it in!
Mission 7 ended with Metal Gear Solid vibes. I looked at all the new content and used it on pretty all mission. Great job. Only 2 things for me need to change :
- 120mm cannons seams to have too much ammo -> 80 to 90 is more realistic for the turret we have and ammos need to be scarce if overused. I spend only 75 shells on mission 2. This is basicaly the only weapon that can kill all the bugs without reloading if i use my secondary weapon.
- In the last mission, RC mine is not going to the right directions somethimes and grenades from me and ennemies goes over impenetrable walls.
Does all units can be unlock on the new Intel pannel right now ? New ennemies are tought that's cool !
Nice job finishing all 7! MGS was an inspiration for sure, though also Ace Combat 3 with the underground sections.
Noted. In testing I tended to use a lot of ammo with it in the other levels, though admittedly I didn't play much of mission 2 with that weapon since I felt it was a bit slow for the fast pace. I may reduce the ammo count then.
Sorry about that! It has to do with the pathfinding, it struggles to find where to go with the completely enclosed walls versus on more open levels. I wanted to fix it but there just wasn't any time left. For now if you keep your cursor close to it and out of walls, it should follow it mostly correctly.
Also I'm aware of the enemies sometimes clipping into the walls. It's kind of a tough thing to correct since they wander around the level even when the walls are deactivated. If I activate the walls off screen, even without them drawing it can take a large hit to FPS to have so many objects running, so I'll need to think of a new solution.
At the moment, only four units can be unlocked in the vehicle section. I wanted to do lots more including the helicopter and turrets, but again due to the deadline to meet the testing jam on itch there wasn't a lot I could draw. In the future there will be every enemy in the game as well as full color illustrations like the hangar in addition to the monochrome line drawings. It's sort of a proof of concept currently.
repeatedly ran into this error when I end the first mission on the experimental build:
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object o_mission_end:
DoAdd :2: undefined value
at gml_Script_scr_test_save
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_test_save (line -1)
gml_Object_o_mission_end_Alarm_0
Sorry about that. Trying to fix this issue right now, a few other people reported it too. I think it may have to do with the extension I used to fix opening links.
Curiously a few people managed to fix it by deleting their saves in the AppData folder, might be worth a shot and seeing if that changes anything.
Please try the new build, V.0.8.1C. I've removed the extension and tested it on a separate Windows 10 computer, it should be working correctly now.
I use the new build, V.0.8.1c and got the same error when the first mission ended
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object o_mission_end:
DoAdd :2: undefined value
at gml_Script_scr_test_save
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_test_save (line -1)
gml_Object_o_mission_end_Alarm_0
Very sorry about that, I'm still not sure what's causing it. Can you try starting a new game? For some reason that fixes the problem for some people.EDIT: The problem has been identified and a patch will go out today. Finally figured it out.
EDIT 2: Patched version now live, everything should be working correctly.
Please everytime I want to launch a mission it does this I don't know what to do
############################################################################################
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)
Hello. To fix this error, please download the Microsoft DirectX patch that I linked in the description. This crash occurs only because your system does not have the DirectX9+ driver to compile the outline shader. The patch should work on any OS version.
Love your game but i can't play any missions it crashes directly can you please help me it look's like a really nice game I love the styl
Still fun even on my 2nd repla
Cheers! I've just put a new build up if you'd like to try it.
Still enjoy this even months later. Thanks for the work on this demo. Excited to see how this game develops!
Thanks for playing! A new build was put up today if you'd like to check it out.
love this demo
Thank you!
Works on the Steam Deck if anyone's curious. Runs pretty well there too, just add as non-steam game and use proton experimental.
Nice, glad to see it's working on the Steam Deck.
Stumbled upon this project looking for mech art on Pinterest. So glad I did! Already in love with the game and I'm looking forward to seeing more from it!
Thanks a lot for playing!
I've been playing with the released levels occasionally over the past few months. The gunplay and the sound design are amazing. But what really attracted me was the sci-fi but somehow realistic art style and the weapon/hull designs that came with it. really looking forward to future updates and the full release!
Thank you! There will be new levels and some more fun things to play with soon. I'm always surprised to hear people are still replaying this short demo even months later haha.
I'm glad you enjoy that aspect, I plan on doubling down on it hard since I really enjoy designing said things.
That's truly fantastic to hear, let's gooooo!
i have been playing this game since months ago and it never gets boring. i left a long comment too when i first played.
mezzsoft if you abandon this masterpiece i won't forgive you in the afterlife XD
Thanks for playing! Looking back on the version that's currently public, I feel like there's honestly not that much replayability, but people keep telling me they keep replaying it to my surprise.
Haha, I don't intend to abandon it. There's still so much to do, hopefully fate lets me continue worki non it.
simply beautiful
Thank you!
Really really love the art style of the game, never seen anything quite like it before. Is it like 3d renders with a pixel art textures or something?
Thanks! It's all 2D done via a method called sprite-stacking. Basically a bunch of layers that move together relative to their position on screen.
The menu system is really well done as well! I love the crisp lines of it. I'm just about done with my 2d engine and taking heavy inspiration from what you've done here with your menu system; it's really good
Thank you!
Mà tựa game này bạn tạo ra từ phần mềm gì thế tui muốn tạo riêng 1 bản đồ được không ?
Xin chào. Phần mềm được sử dụng là Game Maker: Studio. Trong tương lai, tôi sẽ thêm tính năng cho phép người dùng tự tạo bản đồ của riêng mình.
Can you add one map just for test/sandbox(zero enemy,only target)?
I do plan on there being a sort of firing range / training area like that eventually, but for now I don't think there's enough weapons to warrant it.
I see,it's all right,I can wait.
Don't worry,take it easy.
In its current state, short but sweet! Very lovely game with a nice aesthetic to it. Favorite thing about it is posting up behind a building and shredding through it with the available ordinance to annihilate the enemy on the other side. It's an almost terrifying concept to sneak behind a building in a mech of all things and kill an unsuspecting doofus.
Thanks for playing! I'm glad you liked it.
That's one of the most fun parts of it for sure.
Hi i want to tell you i just made an account on itch.io just write a comment to u ... I wanna S A Y THAT THIS GAME IS AMAZING '!!!!!!!!!!!!!!!! U blew my mind I am not gonna lie for last few months I have been playing only battlefield 3 and call of duty but any new AAA games launching now a days does not give me excitement or thrill anymore ..... after playing ur game i dont know why but a weird nostalgic thing was felt by me .... i cant put my finger on it or what it is ... but i haven't felt this thrilled in a long time.. this pixel art is just beautiful its something i crave for ... can u please tell if there are any other games made by u ??????
Thank you for the kind words!
At the moment this is the only game I have on my page, but I plan on making some smaller games maybe as side projects while I work on this big one.
This is a very good game I saw on itch, I'm really looking forward to the next update, I've rarely seen a game with such a great effect, I'm curious, how much effort and time did you spend to learn to make this game with such a good art style and effects and optimization, is it convenient to say? I'd love to find out.
Thank you for playing! I've worked on and off of a bunch of different personal game projects over the past decade, though none were particularly serious projects. I'm more of an artist than a programmer, so the art side of this one was kind of easy. As for the effects and optimization - I have a very old laptop, so it's kind of necessary for me to have the game optimized if I want to test and play it.
This is awesome! Do you have any plans for adding alternate game modes (endless, co-op, PVP) in the future?
Thank you! Eventually, an endless mode is planned alongside possibly multiplayer, though I can't promise the latter.
Nice! I cant wait!
I'll keep it in mind.
I crave the next update... Only it can satiate my appetite.
I can't give an exact ETA, but I promise it shouldn't be more than a month now. Hope it'll be worth the wait!
If the game is completed and depending on the development team if you want to have money to continue developing I recommend you sell the game on steam at a reasonable price because my money is all on steam and I don't have enough money or cards to support you. This game is extremely great.
It will be released on Steam and be less than 60 dollars, no worries.
I downloaded the game but am clueless on how to actually open it, could someone help out?
Unzip the folder, click on the file labelled "Project Landsword"
Do you have a map editor? I'd be interested in helping make maps for missions...
Currently I'm using the in-engine editor for making new maps, but eventually it would be fun to have an actual in-game level editor to play around with. I'll probably need to rewrite a bunch of scripting to place objects and edit them in real time though.
Right on, that would be a very cool feature. And, like I said, I'd be interested in volunteering to help make maps for levels.
Cool game. I'd change the X key for space for grenades tho, the x makes it a finger gymnastic to use..
Thanks for checking it out! I've added key rebinding and different ways you can launch the grenade, the next update will have it.
Damn dude, that's awesome, thanks for listening to the players!
I was really impressed with this amazing game! I would be happy if there was a feature to change the site color.
Thanks for playing! The next update will have different reticules available in the settings.
I tried on windows and OMG I CANT BELIEVE I HAVENT DONE SO SOONER! I hope you're able to make a mobile version when windows is done! :D
Nice! A mobile version isn't currently planned, but perhaps in the future I will consider it.
Yippee
Thats amazing game keep developing it!
Thank you! I certainly will.
its a so god dam good game. thank you for making this gem
That's very kind, thank you for playing!
TRAVEL ABILITY IDEAS
I think I saw this mentioned in earlier thread, but can't find it thanks to accursed itch.io not offering any comments section search function I can find. :p
Some travel ability ideas:
-Jump jets (maybe some crash damage on impact, like the jump jet pack in Alien Swarm)
-Teleportation (maybe does some damage along the teleportation "path")
-Mole Burrow (move a certain distance underground, destroying environment above your tunnel)
Interesting ideas, thanks for the suggestions!
Hello I made an account specifically so I could comment and say how much I love this game I can't wait for you to release it and I really do wish you the best ! This is going to be a day 1 for me for SURE !!!
That's very kind, thank you so much!
Is there a suggestion page? I'd like to suggest a way to add different playstyles, like a core that makes you invisible and a tag for missions that lets you know if it can be done without being seen by the enemy
No dedicated suggestions page, but thanks for the ideas!
The game can run on Linux and macOS
Google Drive
for Debian or Ubuntu:
sudo dpkg --add-architecture i386
sudo apt update
sudo apt install libgl1:i386 libc6:i386 libncurses5:i386 libstdc++6:i386 lib32z1 libxxf86vm1:i386 libxrandr2:i386 libglu1-mesa:i386
Debian:
wget http://archive.ubuntu.com/ubuntu/pool/main/o/openssl1.0/libssl1.0.0_1.0.2n-1ubun...
sudo dpkg -i libssl1.0.0_1.0.2n-1ubuntu5_i386.deb
Ubuntu:
wget http://snapshot.debian.org/archive/debian/20170705T160707Z/pool/main/o/openssl/l...
sudo dpkg -i libssl1.0.0_1.0.2l-1~bpo8+1_i386.deb
for Arch Linux:
Enabling multilib
To enable multilib repository, uncomment the [multilib] section in /etc/pacman.conf:
[multilib]
Include = /etc/pacman.d/mirrorlist
sudo pacman -Syu
sudo pacman -S lib32-mesa lib32-glibc lib32-ncurses lib32-gcc-libs lib32-zlib lib32-libxxf86vm lib32-libxrandr lib32-glu
sudo pacman -U openssl-1.0-1.0.2.u-3-x86_64.pkg.tar.zst
sudo pacman -U lib32-openssl-1.0-1.0.2.u-2-x86_64.pkg.tar.zst
for macos:
sudo /usr/bin/xattr -cr /path/to/game.app
codesign --force --deep --sign - /path/to/game.app
Very nice. I hope the performance is as good as on Windows.
It will run natively on Linux and macOS without any performance loss.
Must be a lot of work running the commands xd
This game is absolutely phenomenal! I adore the railgun for the sheer amount of destruction it leaves behind with every shot. The charge-up sounds are also great and help make it one of my favorite implementations of a railgun in gaming. Really, every gun in this game is done well and feels wonderful to use with the awesome destruction effects!
All that being said, I really enjoyed your game and look forward to you finishing it!
Thank you for playing and your kind words!
SUGGESTION: Maybe you could have some one-off missions where we control a helicopter gunship?
Or maybe we fight our way to an airfield and then need to fly some enemy prototype helicopter back to friendly lines?
This would throw a bone to the Desert Strike / Jungle Strike / Urban Strike fans section, at the least. :)
I've had a few ideas for one-off missions where you don't control the current quadtank, but I can't guarantee anything. A gunship could be fun, but I think it'd break quite a bit of the game's current design with how the terrain/buildings are. We'll see though.
Maybe save the idea for a spinoff or sequel! :)
Another Project Landsword Demo video (no Mission 2, to protect your eyes from my badness):
CAN YOU ADD CONTROLLER SUPPORT
pls i play on a ps5 controoler it dident work
The game is already compatible with hundreds of controllers. On conflexgames.com, you can download a special version of JoyToKey that is even easier to look at in a living room, than the regular version. Project Landsword also has its own barcode, which you scan with your phone, to get quick access to the keyboard and mouse defaults, which get plugged into JoyToKey.
Next build, hopefully. I'm trying to get gamepad support working, but menus haven't been easy to redo.
Some delicious footage. I hope youlike it, it was painful doing all the edits on Canva.It's on Gamejolt, on another account of mine.
Nice! Thanks for playing.
Expect more. :)
Couple neat things I noticed - the enemy mini-gun turrets blast all launched HE grenades before they can hit the ground. :D; and it's neat that armored units "pull back/clear the area" when helicopter gunships approach your mech.
I call them CIWS.
It's not only grenades they also shoot down missiles.
I'm getting mauled on mission 2 no matter what weapons I use - any suggestions. :)
Same here... They keep on coming. They have reserves!
This is the best strategy to kill those fucking grubs. For your loadout use the thermal projector, incendiary grenades, and any missile. Now for the strategy, gather them up in one place by kiting them. Kill those that are dangerously close to you. After you have gathered them launch your grenades towards them and use your thermal projector. Easy as that.
Thanks. :) Although I keep wishing the mech could stomp, ram or otherwise melee the little Zerg wannabes. :)
I heard that mezz will add a melee weapon, so just hang tight till they add it!
A melee slash will be in the next build! You'll be able to cut them and other enemies at close range in half. The ability to ram with a boost has also been requested for awhile, I'd like to add that eventually too.
Akiyama Mizuki's advice is pretty good. Personally I find the scattergun is underrated for this mission. See if you can avoid them and have a lot bunch up together before firing, you want to take out as many as possible when they're in groups. Also try out the smoke grenades, they should stop when in the clouds allowing you to hit them easier.