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(1 edit)

top down shooters if they were good

cinema

etc.

some level music please (imagine if it depended on loadout like luftrausers thatd be awesome)

incredible work

Stealth? Stealth!? STEALTH!!!???

THAT IS JUST NONSENSE IN THIS GAME!!! 

*Ahem* Well, at least I find it tricky. 

Collateral Damage is inevitable.

Will we get to see things like Tharsis, or Olympus Mons, Valles Marineris, or other places? Great work!

(+1)

Holy hell, for something that is just a demo build with not yet much in it, holy hell this is good.

Weapons feels punchy and on point, though some of them feel a bit unbalanced (though I wouldn't expect them to be yet). The mobility feels nice and intuitive, the interaction with the environment are just excellent, I can't express how impressed I am with all the tiny details of the environment and how the Mecha reacts to them. The way the point defense works against your own grenades is awesome. I wonder how much customisation options will be available later but it definitely feels nice. The menus ooze of style, the trail that is swept away by "wind" on the globe is a very nice touch

Do you have plans to add several bodies?

I am wondering what might be the choice of music because I am unsure what soundscape would fit the most, an Armored Core, Zone Of The Enders, Hawken, or Ghost In The Shell PS1 Tachikoma game soundtracks, feels like it's too dark and gritty and with the colour palette it almost would fit more an Ace Combat style soundtrack.

It was already pointed out but I will put it out there the minor negative points that I encountered: 

- The full screen option and windowed options are a little bit bugged and the game transitions to full screen even when windowed

- The AI sometimes can get stuck with their pathing

- Aiming at aerial units sometimes feels more like a guesswork, it works but I feel it weird sometimes, but maybe that's just me.

- This point is Uber Nitpicky: if the world map was actually a globe to go around this would be absolutely FIRE

Some ideas: 

- Weather factors that do not allow to use certain type of weapons equipment during missions, which can be a restriction

- You have civilian casualties but most of the weapons do not allow for surgical strikes, maybe it would be cool to have additional challenges that focus on limiting casualties with specific weapons that would have a very limited range?

Honestly, overall, phenomenal work I am really pumped to see how this is going to turn out!

All the best!

(+1)

Thank you for playing and giving feedback!

Do you have plans to add several bodies?

This is something I've been torn on, but most likely will end up adding as well as different turret pieces for armor. Ideally I'd like something sort of similar to the game Luftrausers where each part is completely unique and changes the gameplay, but it's a lot harder in this case since the game is top down. 

I am wondering what might be the choice of music because I am unsure what soundscape would fit the most, an Armored Core, Zone Of The Enders, Hawken, or Ghost In The Shell PS1 Tachikoma game soundtracks, feels like it's too dark and gritty and with the colour palette it almost would fit more an Ace Combat style soundtrack.

I've put together a few tracks inspired by soundtracks made by the great Kenji Kawai for GITS and Patlabor, but they're more fitting for cutscenes rather than the intense combat in-game. I think something similar to Ace Combat 3's music might work depending on the mission. I'll need to experiment a bit more.

- The full screen option and windowed options are a little bit bugged and the game transitions to full screen even when windowed

Sorry about that.  Options have been completely overhauled and the next build will have that fixed.

- The AI sometimes can get stuck with their pathing

This is sadly a very difficult problem to solve while keeping the game optimized, plus the sort of unorthodox way the levels are laid out. If things were in grids it'd be far easier to just have them generate a path to follow, but with all the strange placements of buildings objects they basically try to brute-force their way through them to get to their end coordinates. I've improved them somewhat using a breadcrumb system for chasing the player that I'll show off in the next devlog, but their regular pathfinding problem still needs to be fixed somehow...

- Aiming at aerial units sometimes feels more like a guesswork, it works but I feel it weird sometimes, but maybe that's just me.

I realize it's not clear without a tutorial, but if you keep your reticule directly over them your bullets will fly "upward" over buildings to hit them.

- This point is Uber Nitpicky: if the world map was actually a globe to go around this would be absolutely FIRE

That'd be awesome, but very difficult to do in my engine sadly. I might look into shaders to see if I can maybe at least add a tilt or warping effect around the screen edges to make things feel more 3D.

- Weather factors that do not allow to use certain type of weapons equipment during missions, which can be a restriction

Good idea!

- You have civilian casualties but most of the weapons do not allow for surgical strikes, maybe it would be cool to have additional challenges that focus on limiting casualties with specific weapons that would have a very limited range?

I don't want to punish the player too hard for collateral damage, but I could see a few missions where you're actively told to avoid blowing up certain targets.

Honestly, overall, phenomenal work I am really pumped to see how this is going to turn out!

Thank you so much!

(+1)

I cast, RAILGUN!
Amazing game, but the canister shot is a weird one, and sometimes I find missile and grenade share too similar a role as backup to main gun. 

Cheers. I've been designing some new secondary weapons that'll behave a bit differently than the rockets and missiles - stuff like turrets and landmines will be an option instead.

(+1)

AMAZING GAME, Hope new update is soon... u are making a VERY GOOD job, it even works on my laptop (wich is from 2011) so, pretty good opti u got there. Keep it up! I hope this game continues to develop as well as it has so far :)

Thanks for playing! I'm happy to hear you can run it on a laptop that old, I'm developing it on one that's also from 2011!

Hope new update is soon... 

A progress report showing some new things will be going up very soon, I'm just waiting for a few things to be finalized. Stay tuned!

Well, thats good to know! I'll be waiting for the Update. If theres a YT Chanell or somewhere more to see the work in progress i'll be glad to know.

Wow, this game completely blew me out of the water! the combat and sounds are super satisfying and I ended up replaying levels multiple times just to get a better score, super fun. Thanks for making it! do you have any plans with developing a storyline for the full game?  

Thank you for playing! I do have plans to have an actual story in the game aside from just the intel sections on the overworld map.

(+1)

I experienced a spontaneous crash in the middle of mission 5 of the demo.
Executable: `Project Landsword Demo Build V.0.7.1.exe`
Error message:
```

___________________________________________

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

FATAL ERROR in

action number 1

of Alarm Event for alarm 0

for object o_grenade_linear:

Variable <unknown_object>.sprite_index(24, -2147483648) not set before reading it.

at gml_Object_o_grenade_linear_Alarm_0

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

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

stack frame is

gml_Object_o_grenade_linear_Alarm_0 (line -1)

```
(+2)

Hey, sorry about that! I recently encountered that error too and the next build will have it patched. It happens very rarely when a building object is destroyed and the grenade's reticule is still over it. It basically fails to locate the object that it was hovering over. I've rewritten the grenades since this build to use a completely different method of detection which fixes it.

(+4)

really fun but maybe have a option to go to the hanger from the menu

(+4)

Good idea, I'll see if I can add that to the options.

(+1)

So far solid 9/10, only -1 because of some funky intersecting behavior between landsword and borderless gaming.

(+1)

Sorry about that, next build will have additional display options that'll hopefully fix that.

(+2)

this is really cool can't wait to see more

(+2)

Cheers! More to come.

(+4)

Wonderful game, sound design, and gameplay! Keep up the great work! :D

(+2)

Thank you kindly!

(+2)

😊👍
(+1)

Thank you for playing and making a video! <3

(+3)

I really enjoy this demo and would love to play a more flushed out version of the game. I think simply having more levels and weapons to play with, along with additional enemy variety would be enough to justify an 8-10 dollar purchase. Ideally I'd like to see the ability to customize the Landsword. When moving through the cityscape, it can be challenging to see the Landsword and differentiate it from the opponents. I'm mildly colorblind as well, so having a high contrast mode would be helpful too. Controller support would be a nice addition as well. A broader audience for the game and making it functional on a handheld device are good reasons for that work to be done. 

The Sound effects are very satisfying and explosions are loads of fun. Keep up the good work, I'll keep an eye on this one. :)

im not colorblind, but I second the high contrast mode, that'd be a great way to make it more accessible to people!

(+2)

Thanks for playing and the feedback! Pretty much all of those features are planned, and I've been working on improving the readability a bit further along with adding a lot of requested accessibility settings such as different cursors, switching indicator arrow positions, and an aim assist line. Controller support is also coming, I'm in the process of rewriting menu code for navigation.

The Sound effects are very satisfying and explosions are loads of fun. Keep up the good work, I'll keep an eye on this one. :)

Thanks again!

(+1)

Game goes hard and is hard. I love the style, art, and game play! Thank you so much!

Thank you for playing!

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The game is really cool, someone know if we can change the commands if we want to play in AZERTY  

Next build will have full key rebinding in the settings, I apologize that at the moment there is only WASD and arrow key controls.

(+2)

oohhhh, the game looks so awesome is there going to be more options of mechas we can use in the future? like some variants or different models?

(+1)

I think in other replies Mezzsoft mentioned they werent going to make different main mechs, but there might be different armor and engines, since theres two whole customization slots for those two things, which may change the appearance of the Crawler a bit, just a guess though!

thats cool to hear, it would be nice if the mech changed visuals depending on what weapon hes using, it might do that already but i cant notice, i really loved the game so far and cant wait for more, im hoping to see civilians or ground troops in the future, since we have horse-like martian aliens in the last mission

Eventually! I'd like it to change visually too.

oh yea also, it would be cool if we could make our own pilot portraits, but i dont know if that would be too much work 

(+2)

Love your game! the music and the level designs remind me of old great animes of the 90s like Macross Plus and an even older Gall Force!
Great job! Please keep going!

Cheers! I'm glad it reminds you of those classics.

(+2)

Absolute cinema!

Thank you!

(+2)

Great game!

(+1)

Thanks!

(+1)

woah dude, like this is insane! can you tell us about the design process? i am trying to design mechs/armors like these but i could never manage it. i'd really appretiate it.and again great work!

(+2)

Thank you for playing. I don't really have a specific process for designing things. Try to look at lots of real life military vehicles and break down their shapes and features. It's just something you learn with time, sorry.

(+2)

Hey so this is awesome do you have a patreon or discord? 

(+1)

Thank you for playing. Sorry, no Discord yet (not enough content). A Patreon isn't really necessary since there's already an option to donate on the page.

(+2)

Just wanted to say this is a gem of a game and I cant wait to see the progress it makes!

(+1)

Thank you!

(+2)

mech! very nice!

(+1)

<3

(+3)

I AM I LOVE WITH THIS GAME

comming from those 100gb "quadruple A" trash games to this felt like i just woke up from a nightmare.

ultra respondsive pixel mecha game with great artstyle (i actually envisioned everything orang cuz mars but man i'm still impressed)

time till finished:12mins

actually i played for more than 3 hours trying out different loadout, combination ,strategy ,speedrun and no hit run(never get these as collateral damage is kinda hard to avoid)

yay gun goes brrrrrr

it was so much fun

bug: when turning on alternate sync on my 120hz free sync monitor, the game run crazy fast at 120fps i literally can't respond, but the game become alot lot smoother

so i just played with normal vsync but it's only 60fps, would be nice if it can do 120hz

(retested it freesync on or off doesn't affect anything)

storage required: a whole 50MB of diskspace (like all those textures,how?)

memory: entire 200MB of ram

cpu+gpu total power draw (8845h): eat a stagering 5W of power

suggestion: a mode where both the player and enemies have alot more health, i like the idea that humanity is so good at destroying things vs how weak we are at defending things but it felt like we were all too fragile

some times the text is kinda hard to read, not sure if it's the artstyle or me cuz i stopped sometime to figure out what that text say

(pardon me i'm not native english)

if this game is 7$ or less on steam i'll instant buy (whole game ofcourse)

thanks for making this game, i felt like a kid again

(+2)

Thank you for playing and the detailed specs on performance! I appreciate it.

bug: when turning on alternate sync on my 120hz free sync monitor, the game run crazy fast at 120fps i literally can't respond, but the game become alot lot smoother
so i just played with normal vsync but it's only 60fps, would be nice if it can do 120hz (retested it freesync on or off doesn't affect anything)

Sorry about that. I'll see if I can figure out a way to modify it so it can work on 120hz monitors. I'm using an old engine, so I might need to write a fix by modifying some of the engine code by hand.

storage required: a whole 50MB of diskspace (like all those textures,how?)

Lots of careful compression, especially with audio assets. All the sound effects in the game are only around 10 or so megabytes, but still high quality thanks to .OGG format.

suggestion: a mode where both the player and enemies have alot more health, i like the idea that humanity is so good at destroying things vs how weak we are at defending things but it felt like we were all too fragile

Noted!

some times the text is kinda hard to read, not sure if it's the artstyle or me cuz i stopped sometime to figure out what that text say

I've had a few people ask for the hangar font to be changed too, sorry the text is so small right now. I recently changed it and modified the typeface for the rest of the game to be way more readable as well, so the next update will be a big quality of life improvement.

thanks for making this game, i felt like a kid again

You're welcome, and thank you again!

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Cool! Very fun game!

Cheers!

(+1)

For absolutely no good reason whatsoever this makes me think of the old "... Strike" (Desert Strike, Jungle Strike) games on SNES, but way cooler.

(+1)

It definitely has some similarities to it. Glad you liked it!

(+1)

looks amazing, been looking for a brigador-like game to play 'till killers is out. what were your inspirations?

(+2)

Cheers for playing.

What were your inspirations?

A large mix of east and west influences, way too many to name.

(+6)

Ok. How is it THIS good.

I'm a sucker for a mecha game but this just ticks so many boxes it's not even funny. Everything is so smooth and responsive. The weapons feel and sound amazing. The movement is so fluid and natural. The UI is super cool. Art style is amazing. Animation quality amazing.   6/5 stars.

Favorite game I've played in ages. I'm weeping that this is just a short demo. Give me 200 or more hours of this please. A full game of this would belong right up there with Mechwarrior, C&C, and Brigador as my all time favorites.  

Things I'd love to see added: 

-A ton of lore and backstory and relatable characters/pilots. 

-A campaign map maybe with territories to gain and or lose along side the main story events.

-More objectives like convoy protection, base assault, base defense (or wave defense).  

-Hard bonus objectives that give you some kind of boon (or even just a moral choice with a little "thank you for rescuing me!" or happy ending).

-And if I can be greedy, a bunch more enemies, weapons, mechs, equipments, tech, and environments :) 


This made me feel like a little kid again. Giddy and excited and a wondrous desire to discover. Even if nothing else ever comes of this, thank you for making it. I love it.

(+1)

Hey, thanks for playing and your kind words! I'm glad you enjoyed the demo, sorry it's so short right now.

-A ton of lore and backstory and relatable characters/pilots. 
-A campaign map maybe with territories to gain and or lose along side the main story events.
-More objectives like convoy protection, base assault, base defense (or wave defense).  
-Hard bonus objectives that give you some kind of boon (or even just a moral choice with a little "thank you for rescuing me!" or happy ending).
-And if I can be greedy, a bunch more enemies, weapons, mechs, equipments, tech, and environments :) 

Pretty much all of this is planned! It'll be a while though.

This made me feel like a little kid again. Giddy and excited and a wondrous desire to discover. Even if nothing else ever comes of this, thank you for making it. I love it.

Much appreciated, thank you!

(+2)

i love this game 

(+2)

Thank you!

(+3)

Hello, I made an account to comment this lol. Honestly one of the most promising games I've ever come across on itch. Destruction is super satisfying, the enemies are fun to fight and still challenging, and the immersion is amazing. I was wondering if there was anything out there like a discord or a reddit for this game? Would be cool to have a place to talk about it and get updates lol.

(+2)

I had a similar question! I just didn't wanna bother Mezz more, a discord would be great

(+1)

nice to see someone else wants it too lol. just somewhere to nerd out over the game

Yess, it'd also give me somewhere to post progress on my model im making of the Player mech!

(1 edit) (+2)

Hello. Thank you kindly for playing and your interest!

I was wondering if there was anything out there like a discord or a reddit for this game?

I feel there's too little content at the moment to set up a Discord/Reddit, plus I'd have to take time to moderate it which would distract from development. My updates are also quite infrequent so there wouldn't be much to see on there either (rest assured it's being worked on daily though). But maybe in the future after release I'll put one up, I'm sure there'll be plenty to discuss then!

Honestly just having a community where people can discuss ideas and build up hype would be great even if there isnt a ton of content yet, its clear a lot of people are excited already, but on the other hand yeah moderation takes time out of other things, when the game is larger/out there'd be less worry about that since theres less to do + you could probably get some moderators to help

(+6)

I'm an artist (or used to be, at this point) and I have to say, super jealous of anyone who can design a mech. My brain falls out when I try to do anything technical, I usually stick to organics, but I recognize that's a hurdle that I just need to clear. Seeing this page has ignited my spark to learn new skills and get better at making new things. Every now and then, itch proves to be the place for such inspiration. Awesome work. I'll post notes later after playing, I just saw the preview gifs and felt a fire ignite inside of me and had to share.

That's very kind, thank you!  Good mechanical design takes  time to learn, try to look at lots of real world military vehicles for details and shapes, as well as industrial machinery and how they're put together. Once you get the hang of it it becomes very rewarding to create new designs. It took me almost two months to come up with the final shape of the player's quadtank.

(1 edit)

Thanks for the quick response! The game is awesome, the environment destruction is very satisfying and the challenge is properly tense. I've been fiddling with steam input to try playing on my dualshock. I added an input to toggle snapping the cursor to the center of the screen when releasing the joystick, to make aiming on a controller easier. It sort of works, I just have to remember to toggle it on. Obviously controller support isn't even necessary especially at this stage, I just thought you might find it interesting. Honestly, doing stuff like that is a big part of why I rarely sketch or practice music. It's a self-discipline issue.

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