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bro esta muy bueno el juego 10/10

Thanks Mezzsoft! I can't belive such massive update could come out so soon! Thank you angain, keep it up!

This demo was really really fun! Lots of potential with this. Stumbled on it on youtube and the sound FX for the base gun threw me back to some of the gun sounds for Battletanx when I was a kid! Loved playing through the missions, and the vulcan is nasty! Plus the smoke grenades are great!

I'll definitely be keeping an eye on this one. Fantastic vibes and to-the-point gameplay. I could easily see this as an arcade cabinet game with a leaderboard.

What's up Mezzsoft. I'm already a big fan of your work and I only found it yesterday. I haven't played it because I only have a laptop with no mouse, but I do have a bunch of ideas that just flooded in when I saw your game. I read some of the other players' suggestions and expanded on them too. Game concept and design is my hobby and I thought, since my head was getting too full of ideas to rely on rote memory, I should write some of it down and why not share it with you while I'm at it. I hope you don't mind, but if you like my ideas I've got a lot more, I just don't want to overwhelm you. Here is a link PDF copy and pasted onto google docs.

Thank you for the ideas; unfortunately it seems your Google doc is restricted.

Oops sorry. Is it open now?

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It's opened now. Thanks!

I don't want to spoil too much, but a select few of these I've already had plans to implement for awhile now. Without being too specific, you can expect some of the features in section 3, 4.1, and 5!

Some of these you've come up with are very interesting - in particular having visible equipment strapped to the mech and the optical mast, but the scale is unfortunately quite small, so showing them in-game might be difficult. Instead of ammunition, I could see a pickup you need to return back to base with being visible on the rear of the turret though, that'd be cool to see.

I'm glad to see you read through it. 

The optical mast idea would require upscaling the in game environment, so I knew it was a bit ahead of your current focus. Also it would only be extended/deployed if the top-down data feed was disrupted, including the backup drone feed. I thought it would mix up the game experience and function as a difficulty challenge for an interval of a mission. Then the top-down image would be restored. 

As for grabbing supplies I was thinking of a little more animation detail, the mech grabs, it removes the contents storing them internally, and then discards the empty container.

That's completely fair. I'd like to have some additional animations for the player's mech, but it requires swapping out the entire sprite for each frame due to the drawing method. I'll still see what I can do to add those details though.

By the way — I know you said you only have a laptop touchpad, but the game should be pretty friendly to play even without a mouse. I've actually played it quite extensively with my own laptop's touchpad for testing.

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Thoroughly enjoyed my time playing all the missions available.

Favourite weapon was the Vulcan by far, you really nailed the sound design!
I found it a bit jarring that the stationary turrents would move backwards on impact.
It made them feel disconnected from the world in my opinion.
I feel like the rail cannon should have a wider beam to make hitting multiple targets easier. I was struggling to rail multiple enemies even though it looked like it should of impacted.

Can't wait to purchase the full product on release :)

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Got a crash on completing the first level for the first time, but can't recreate it. Also I feel it could do with a tutorial whenever you're getting closer to a bigger release.

Otherwise, this is really fun and I can't wait to see where you go with it

(+1)

My apologies. Do you recall if there was an error message displayed before it closed?

Tutorial going over all the controls and systems is planned, thanks for playing!

There was, but I forget exactly what it said. Something about an error displaying something? Wish I could be more help with that

looks like brigador

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Absolute cinema, will be waiting for the full release

Thank you for playing!

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It was SO ENTERTAINING ! I made a little video of it in french quickly to show to my friends, (hope it reaches others). 

I've shared this game page with others too. Hope your project will get farther !!

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Thank you for making a video! I chuckled whenever you did the voice saying the name of the game and mission complete, haha

Much appreciated for sharing it too!

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this game is amazing, perspective is top-down but the gameplay has the blend of intense speed and tactical depth which i can't remember since Gungriffon Blaze. sound design is even better than GG Blaze, the soundtrack is still a bit sparse, but the map select music is a real vibe. also im a sucker for quad-mechs and gorgeous pixelart lol. can't wait to see more missile varieties and customisation options for the engine and armour. thank you for making this game!

Nice to see another Gungriffon fan! There was definitely some inspiration with the UI and other design elements from that classic series.

thank you for making this game!

Thank you for playing!

(+2)

I had to close the demo almost immediately before it occupied time when I needed to be working. The style, the art, sound scoring and effects, the mechanics, all of it, I am thoroughly enjoying.

Missile idea:
- Missile options that fire vertically to come straight down on intended targets, more direct (reduced splash damage) and over buildings, but you do not have the benefit of hitting multiple targets lined up (no line of fire).

Ideas on possible mission-specific parameters: 
- Hostiles appear on the map with the intent of destroying buildings and you're tasked with killing the enemies with the least amount of hostile and collateral damage.
- Certain missions in a campaign come during times of attrition, if you ever progress to subcomponent destruction or replacements (maintaining inventory, repairs and battle damage), repairs must be conducted using the remains of enemy hulks. If you cause too much outright damage or continue to damage destroyed mechs, there is less to salvage or replacement parts.

I still play games like Ultima Online now and since release, and I can easily see myself playing something like this for as long as I have something that can run it. Keep up the work! If you ever get tired of it, please find a dedicated steward or open source or license it in the future. I'd love to see this with some kind of way for people to create campaigns/missions etc. 

Cheers!

Cheers for playing and the ideas!

- Missile options that fire vertically to come straight down on intended targets, more direct (reduced splash damage) and over buildings, but you do not have the benefit of hitting multiple targets lined up (no line of fire).

Interesting idea. I'll see what I can do.

- Hostiles appear on the map with the intent of destroying buildings and you're tasked with killing the enemies with the least amount of hostile and collateral damage.

This has been planned for awhile, but I have yet to implement a mission where it happens. I think I'll need to have a meter on screen telling the player how much collateral damage they can cause before it's game over.

- Certain missions in a campaign come during times of attrition, if you ever progress to subcomponent destruction or replacements (maintaining inventory, repairs and battle damage), repairs must be conducted using the remains of enemy hulks. If you cause too much outright damage or continue to damage destroyed mechs, there is less to salvage or replacement parts.

That's a very novel idea. I've been working on adding wrecks to enemy tanks that the player can use as cover, but being able to salvage armor from them might be more interesting. I had also thought about the player's currency in the game being equipment salvaged from wrecks that you could sell as scrap to arms dealers in order to buy the weapons, but I'm not fully decided on that yet.

I still play games like Ultima Online now and since release, and I can easily see myself playing something like this for as long as I have something that can run it. Keep up the work! If you ever get tired of it, please find a dedicated steward or open source or license it in the future. I'd love to see this with some kind of way for people to create campaigns/missions etc. 

Thank you! I hope to finish it myself, but if there ever comes a point where I really can't, I'll consider releasing the source code and some of the systems that I used for the engine.

(+2)

This game is great, got S on all missions, 0 hits. The only bug I saw is the AI getting stuck on buildings. The art style is really cool.

Nicely done with the S ranks! Sorry about the AI getting stuck. I know their pathfinding can be quite poor depending on the level. It's one of the highest priority things right now to fix and improve.

(+1)

this game deserves an award, had too much fun ion lie, please don't abandon this game bruv, something special here, everything's just so crisp and work like damn satisfaction is on point. love n support !

Thank you for your kind words and support!

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