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 it's under $60 it seems a bit expensive to me, my friend, because if you calculate from the country where I deposit money into Steam, the interest rate is still quite high because I'm Vietnamese (it depends on the version, otherwise if it's released, I'll probably have to wait a few weeks to buy it). If you plan to create some DLCs to add new weapons and maps and sell them at affordable prices, it will probably be better.
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.
In my foraging for twin-stick shooters on itch.io, this and to lesser extent Crater Hounds are my favorites so far. :) I believe the legendary Synthetik - which also started development on itch.io before moving to Steam - also used Game Maker Studio. :)
For sure. The Synthetik dev team (a German duo) I recalled did extensive modifying of Game Maker Studio to suit their needs. GMS really wasn't intended for online co-op but they managed to make it work reasonably well for 2-player online co-op although it was probably never as reliable as they wanted.
They if I recall moved to Unity for the sequel - which has been in Early Access almost 4 years now - and while it's more robust I suspect it brings its own challenges.
Hi, I don't know if you remember me, but I'm the guy who had a problem a while back when starting the first level. I was able to play the game on another computer, but not on this one. Could you help me? I'm traveling, and this computer I'm using is the only one I have available.
Heya, after playing the game for more than 40 hours I've realized that the incendiary grenade is too OP. This caused the HE grenade to be less useful since you only need one Incendiary nade to kill a tank compared to 3 when you use HE. I really hope you rebalance the grenades. Thank You!
Why? Why is the world so cruel, to have presented this to me in only demo form? We get another master class in the mecha genre and I can't! Play! More! Screaming and gnawing at the bit. Loved this. Sound design is excllent, graphics the kind that will last the test of time. I am looking forward to more. Thank you for sharing this with us Sidenote, a controls menu or tutorial or something would be neat, I couldn't figure out how to use my grenades. I did find the lock-map button though, which is a curious addition. Anyway. Fair winds to you.
Thank you so much! I'm glad you enjoyed playing through it.
Sidenote, a controls menu or tutorial or something would be neat, I couldn't figure out how to use my grenades. I did find the lock-map button though, which is a curious addition.
I'm working on a tutorial section that will go over using the different weapons and controls. There will also be full rebinding and many other options that can be changed in the next build.
Pressing X can aim the landing point of the grenade. Pressing X again will launch the grenade. It moves in a parabolic shape, so it can attack enemies through buildings, unlike missiles which will be blocked.
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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!
If it's under $60 it seems a bit expensive to me, my friend, because if you calculate from the country where I deposit money into Steam, the interest rate is still quite high because I'm Vietnamese (it depends on the version, otherwise if it's released, I'll probably have to wait a few weeks to buy it). If you plan to create some DLCs to add new weapons and maps and sell them at affordable prices, it will probably be better.
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.
In my foraging for twin-stick shooters on itch.io, this and to lesser extent Crater Hounds are my favorites so far. :)
I believe the legendary Synthetik - which also started development on itch.io before moving to Steam - also used Game Maker Studio. :)
Cheers! GM:S is still a very powerful engine in the right hands, I've seen people do incredible things with it despite the simplicity.
For sure. The Synthetik dev team (a German duo) I recalled did extensive modifying of Game Maker Studio to suit their needs. GMS really wasn't intended for online co-op but they managed to make it work reasonably well for 2-player online co-op although it was probably never as reliable as they wanted.
They if I recall moved to Unity for the sequel - which has been in Early Access almost 4 years now - and while it's more robust I suspect it brings its own challenges.
This is an amazing game! I made a couple reviews of this. This is one of them v
Thank you for playing and making a video!
i might be the only onebut the game doesnt open, its just a black screen ¿any help?
What OS are you on?
Windows 10 ;3
A PS1 single-handed controller and trackball mouse.
Nice.
Will this game manage to surpass metal gear?
Possibly!
This is just way too delicate, I cannot describe how much I love this game already despite it just being a demo!!
Thank you, I'm glad you liked it!
Is collateral rewarded!?
Neither rewarded nor punished. At the moment the only things affecting your final rank are time and damage sustained.
Hi, I don't know if you remember me, but I'm the guy who had a problem a while back when starting the first level. I was able to play the game on another computer, but not on this one. Could you help me? I'm traveling, and this computer I'm using is the only one I have available.
Download and run this: https://www.microsoft.com/en-gb/download/details.aspx?id=35
[Verse]
What a thrill
With darkness and silence through the night
What a thrill
I'm searching and I'll melt into you
What a fear in my heart
But you're so supreme!
[Chorus]
I give my life, not for honor, but for you (Snake Eater)
In my time, there'll be no one else
Crime, it's the way I fly to you (Snake Eater)
I'm still in a dream, Snake Eater
[Bridge]
Someday you go through the rain
And someday you feed on a tree frog
<span class="ReferentFragment-desktop__Highlight-sc-380d78dd-1 fIkrDi" <this="" ordeal,="" the="" trial="" to="" survive<="" span=""></span>
For the day we see new light
[Chorus]
I give my life, not for honor, but for you (Snake Eater)
In my time, there'll be no one else
Crime, it's the way I fly to you (Snake Eater)
I'm still in a dream, Snake Eater
I'm still in a dream, Snake Eater
(Snake Eater...)[Verse]
What a thrill
With darkness and silence through the night
What a thrill
I'm searching and I'll melt into you
What a fear in my heart
But you're so supreme!
[Chorus]
I give my life, not for honor, but for you (Snake Eater)
In my time, there'll be no one else
Crime, it's the way I fly to you (Snake Eater)
I'm still in a dream, Snake Eater
[Bridge]
Someday you go through the rain
And someday you feed on a tree frog
<span class="ReferentFragment-desktop__Highlight-sc-380d78dd-1 fIkrDi" <this="" ordeal,="" the="" trial="" to="" survive<="" span=""></span>
For the day we see new light
[Chorus]
I give my life, not for honor, but for you (Snake Eater)
In my time, there'll be no one else
Crime, it's the way I fly to you (Snake Eater)
I'm still in a dream, Snake Eater
I'm still in a dream, Snake Eater
(Snake Eater...)
Heya, after playing the game for more than 40 hours I've realized that the incendiary grenade is too OP. This caused the HE grenade to be less useful since you only need one Incendiary nade to kill a tank compared to 3 when you use HE. I really hope you rebalance the grenades. Thank You!
That's a lot of playtime! Indeed the incendiary grenades are pretty OP right now. I might change it so you can only carry half that amount.
REALLY, REALLY REALLY fucking cool.
Cheers!
Man, I really want to download it when it's official...just sad that steam is banned in my country so i can't experience it.
They will most likely release it on itch too
Indeed. A full release on Itch.io is planned alongside the release on Steam, no worries.
Why? Why is the world so cruel, to have presented this to me in only demo form? We get another master class in the mecha genre and I can't! Play! More!
Screaming and gnawing at the bit. Loved this. Sound design is excllent, graphics the kind that will last the test of time.
I am looking forward to more. Thank you for sharing this with us
Sidenote, a controls menu or tutorial or something would be neat, I couldn't figure out how to use my grenades. I did find the lock-map button though, which is a curious addition.
Anyway. Fair winds to you.
Thank you so much! I'm glad you enjoyed playing through it.
I'm working on a tutorial section that will go over using the different weapons and controls. There will also be full rebinding and many other options that can be changed in the next build.
Pressing X can aim the landing point of the grenade. Pressing X again will launch the grenade. It moves in a parabolic shape, so it can attack enemies through buildings, unlike missiles which will be blocked.
did you use godot?
No, it's all done with Game Maker: Studio.
I am ABSOLUTELY waiting for the steam release (if it was free lmao) way to go mez!
Thank you kindly!
Did you achieve this look using sprite stacking, or are these actual 3D models?
The former, no actual 3D models are drawn in-game.
移動要塞とか多脚戦車が好きにな人に刺さる。ヘヴィーオブジェクトが好きな私にはめっちゃ刺さった、ありがとう。
私のゲームをプレーしてくれてありがとう!