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Do you have Discord?

I LOVE THE SNAKE'S EASTER EGG, and i love your game

Nice job finding it!

and i love your game

Thank you!

(+1)

thank you, I really liked the new weapons, especially the little spiders

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I do not need "friends" or "family" anymore, bomb spiders are my true allies.

So true

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Took the new demo for a spin, great stuff! Haven't found any bugs, excited to see this game be further developed just like last time. :)

Hey, thanks so much for playing again and making a video! Really good job finishing all seven missions too.

It's nice to see the spider bombs in use, they've become a favorite of mine as well. I also enjoyed seeing how you approached the final mission by destroying all the enemies in the level before proceeding. I might add automatic wave spawning after a certain amount of time to keep players on their feet.

Thank you also for linking the game and its Steam page in the description, I greatly appreciate it.

a BUG I encountered!!!

I was doing an run on the lakes (MISSION 4) while in a position of the following image provided (did not took a screenshot so here's an illustration of the situqation)

no error logs though

(1 edit)

Thanks for the image. Are you sure you didn't fix the camera by pressing the tab key on accident? The grenade objects don't have any code to modify camera behavior.

(4 edits)

some idiot decided to spawn in a wall

it doesn't let me to upload an image, but some idiot on 7-th mission decided taht it would be funny to spawn inside an indestructuble wall

luckly he gliched out

Yeah, I'm aware of this problem, thanks for the screenshot. I need to figure out a way to fix enemies clipping into walls when they're deactivated and off screen. It's a difficult problem to solve while keeping things optimized.

i also love the new weapons, especially the boom spiders THEY ARE SO CUTE

hello again, this time with a bug!
if you equip the stacked munitions launcher and try to throw a granede, the SML aim circle won't dissapear

Not a bug surprisingly, I just felt there was no need to disable the circle. Thanks for playing again!

(+1)

DUDE this update is so so awesome, the new UI and art especially are really wonderful. I'm genuinely invested in the worldbuilding you've got going here, it's just good sci-fi - everything I've seen and read in-game and in the intel tab is well thought out and interesting, really awesome job

Also thanks for the aiming laser :) helps a ton

I think the stacked munitions launcher might be the coolest addition btw in terms of weaponry, the way you've done it both makes sense and is both seriously fun and cool, making each round HE was a genius move haha, seeing the craters peppering the battlefield is amazing

Keep doing what you're doing, your vision for this project is really exciting to see materialise

Thank you for playing it again and the kind words!

Also thanks for the aiming laser :) helps a ton

You're welcome!

I think the stacked munitions launcher might be the coolest addition btw in terms of weaponry, the way you've done it both makes sense and is both seriously fun and cool, making each round HE was a genius move haha, seeing the craters peppering the battlefield is amazing

I worry sometimes the craters are almost too destructive with how much visual noise they can add, but it also adds to the fun of using the weapon so I'll probably keep it as it is, haha.

Keep doing what you're doing, your vision for this project is really exciting to see materialise

Thank you again!

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wow, this game is amasing!
try adding a glass cannon armor kit and powerplant
keep it up mwah 

Thank you!

(3 edits) (+1)

LET'S GOOOOO! İ LİTERALLY GASPED WHEN İ SAW THE UPDATE İ CANNOT WAİT TO PLAY İT (this was before i played trough the update)


MAN, what an update. you literally outdid yourself! the new guns are fun, the new missions bring a lot to the table (especially the 7th) and everything you've added to the game is just plain awesome but what i am most excited about is NEW ART!!!!!


having a chance to take a closer look at the mechanical designs is just such a pleasure and a privilege. the details and the sheer style is just perfectly balanced (it reminds me of the mecha design in ghost in the shell which is a double plus although i cannot help but wonder how you'd handle a tetra mech in armored core silhouette). i literally cannot wait to see how you will adorn that intel sections pages, you are my role model when it comes to design. thank you for carving the way, at least for me


 (also a side note, val is literally built like a space marine lol, that's awesome. cannot wait for the new characters and the armor/clothing designs they'll support, also sorry if this is really unintelligible and stupid (i plan to write down thing when i am out of my high), i am just deeply excited. keep up the good work man)
 

Thanks for playing it again!

having a chance to take a closer look at the mechanical designs is just such a pleasure and a privilege. the details and the sheer style is just perfectly balanced

Very happy to hear you like the intel section. It's the part of the game that I'm probably the most excited to work on and share with people since I spend a lot of time working on each of the enemy designs despite their relatively tiny size on the actual battlefield.

 (it reminds me of the mecha design in ghost in the shell which is a double plus although i cannot help but wonder how you'd handle a tetra mech in armored core silhouette). 

Inspiration from GITS and other classic anime was taken, though I'm trying my best to carve out my own unique aesthetic for the world of the game. I'd love to design something similar to the tetrapods in AC at some point.

i literally cannot wait to see how you will adorn that intel sections pages, you are my role model when it comes to design. thank you for carving the way,

You're very welcome!

 (also a side note, val is literally built like a space marine lol, that's awesome. cannot wait for the new characters and the armor/clothing designs they'll support

I'm glad you noticed that, haha. There's a reason for it though - Mars's lower gravity means if you were born there you'd naturally grow taller (typical heights being between 6'2 to 6'8, the other pilot character will be in the latter range), but it also means your bone and muscle density would be a lot less developed than a person from Earth. To counter this, pretty much everyone born on Mars would have had gene modification in order for their bodies to develop muscle mass more effectively, coupled with a pretty strict exercise/nutrition regimen which would be mandatory for almost everyone who lives there, at least until they're 20 or so. Val probably had a particularly strong reaction to it, or she just works out constantly to kill time.

There's a lot more lore that I intend to include in the world section of the intel screen which will explain a bit more about some of these details. I also plan to work some of it into the story and cutscenes of course.

keep up the good work man)

Thank you again!

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im litterally making glee sounds just by taking a look in the log im WAY to excited for this!!!!

Glad you like it, more to come!

(1 edit)

erm, I don't know why the performance seems worse than 0.7, because there is way more decals or bloom effect (especially present in smoke grenades) or intentional? (ngl the slowmo looks cool, but it is just too slow sometimes)
The MINOTAUR's LOSAT functions more like a budget railgun than a kinetic missile, and the manipulators does not make sense with how the vehicle (or the LOSAT) are supposed to be used (like c'mon, who figured out the idea of making long-range tank destroyer perform the task of Combat Engineer Vehicles :v)
The Type 14's mobility, and survivability is questionable for a Main Battle Tank 
The Scattergun does not work like how it is advertised (pun intended) 
(sorry for the nerd moment)

There's just a lot more going on now - more particles, changes to the HUD, global checks for the key presses, AI now checking for player trails, and a few other things such as the overlay shader on certain levels. The smoke grenades in particular have always slowed things down when I'm playing, especially when launching multiple at once. Not much can be done there for optimization since it's always been intensive for GM to draw lots of large sprites. I've tried using smaller ones but visually they look far worse. I'll see if I can figure out some extra things that can be turned off for performance though.

If you're on legacy Windows (Windows 8.1, 7, XP) try removing the DBGHELP.dll from the folder, it might give a slight boost in performance since it's a patch for W10/11 compatibility. I always feel removing it gives a slight boost on my computer, but it might just be an illusion.

The MINOTAUR's LOSAT functions more like a budget railgun than a kinetic missile

It's true. I think it's quite funny and makes it far scarier to fight than if it was realistic.

the manipulators does not make sense with how the vehicle (or the LOSAT) are supposed to be used (like c'mon, who figured out the idea of making long-range tank destroyer perform the task of Combat Engineer Vehicles :v)

I'd like to imagine changes to the Bundeswehr's combat doctrine during WWIII called for it. It's not a CEV by any means, but since it's a biped-roller it might need to remove certain obstacles in its way since it can't quite maneuver like quadtanks. But the real reason it has manipulators is because it makes the silhouette look far more interesting.

The Type 14's mobility, and survivability is questionable for a Main Battle Tank 

The ones used on Mars are all cheap monkey models made in South Korea, with far poorer armor...

The Scattergun does not work like how it is advertised (pun intended) 

I'll have a proper air-burst weapon eventually, but for now it really is just a shotgun.

(sorry for the nerd moment)

No worries. Thanks for playing!

"The ones used on Mars are all cheap monkey models made in South Korea, with far poorer armor..."
ah c'mon, at least make the hull front/turret front tougher (even an old arse T-72 's glacis can still handle autocannon-sized APFSDS at distance)
Also I think there should be ammo types for in-game guns, since, for example, the 120mm is just shooting HESH 

ah c'mon, at least make the hull front/turret front tougher

There actually is directional armor. If you sneak up on enemies and hit them from the rear, you do double damage.

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OMAGYATT NEW UPDATE!!! Just a little question, do you need to delete the old file before downloading this.

Deleted 1 day ago
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Pretty sure if you just unzip it and and choose the file location as the old file, once it starts to unzip you have the options to replace the files or I think skip. Anyway just press replace files and then kaboom it should be done.

(1 edit)

You can just replace them or keep them in the separate unzipped folder. I'd still recommend making a new save if you ever encountered a crash though.

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Man this has been an awesome update!! I really can't wait to see more! The Minotaur really scared the crap outta me. I've also really been enjoying all the little bits of world building and such, in future updates I think it'd be really cool to see a world map for earth? Anyways I'd love to geek out more over the lore in future updates!

Also a few things to add on:

I think in terms of balancing some enemies or the MBT in particular should be able to see through the smoke, or just shoot wildly into it? And with the levels with water I was thinking that maybe the water can cool the rig more efficiently? I don't know how realistic that is though.

When I also first saw that weird bowling pin thing, I thought that maybe there could be a sort of Kamikaze drone enemy? Something inspired by maybe the Ohka?

And speaking of desperate governments trying to win conflicts, as the missions and war progresses it could intensify in scale and desperation? Turning from skirmishes to total war. We could see the arms corporations slowly run out of their MBTs, Minotaurs, Helicopters, until it's only footsoldiers with anti armour weapons, and shoddly put together mechs.

It could also add a moral aspect and as the conflict rages on, we're ordered not to do special missions where we're the one woman army, but instead going block by block clearing overzealous civilians, raiding food stores, and fresh water facilities. Or vice-versa, we could be the ones on the defense, defending key infastructure, even experimental facilities. Or is this getting a bit off track? Either way I can't wait to see where this where this game goes, I think you'll go really far!!

(Sorry if I nerded out a bunch, these kinda things are what I live for.)

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Cheers for playing and the kind words!

The Minotaur really scared the crap outta me. 

Haha, I'm glad to hear that. I specifically tried to make it sound as threatening as possible with its missiles and the gyroscope firing up.

in future updates I think it'd be really cool to see a world map for earth?

It'll probably be kept vague, but I think I'll end up showing it briefly in a cutscene. World War III happened and is already over in this universe, so I'll need to think about how the map would have changed.

I think in terms of balancing some enemies or the MBT in particular should be able to see through the smoke, or just shoot wildly into it? 

I agree, the smoke really needs work in general. I reduced the amount of time it sticks around in levels, but it's still a bit too OP with how defenseless it can make the enemies. I don't want to get rid of it entirely, but some things do need to be rewritten for it to work better.

And with the levels with water I was thinking that maybe the water can cool the rig more efficiently? I don't know how realistic that is though.

That's a fun idea! I'll make the overdrive recharge faster when in water.

When I also first saw that weird bowling pin thing, I thought that maybe there could be a sort of Kamikaze drone enemy? Something inspired by maybe the Ohka?

Totally. I'll have a few different kinds of suicide drones, and I also plan to have enemies that use spider drones the same way the player does.

And speaking of desperate governments trying to win conflicts, as the missions and war progresses it could intensify in scale and desperation? Turning from skirmishes to total war. We could see the arms corporations slowly run out of their MBTs, Minotaurs, Helicopters, until it's only footsoldiers with anti armour weapons, and shoddly put together mechs.

Cool concept. I thought about having an optional mission at some point in the game where you fight space pirates/scavengers that also are use mechs put together from different vehicle hulls like technicals in the middle east, but I'm not too sure if it'll make it in yet.

It could also add a moral aspect and as the conflict rages on, we're ordered not to do special missions where we're the one woman army, but instead going block by block clearing overzealous civilians, raiding food stores, and fresh water facilities. Or vice-versa, we could be the ones on the defense, defending key infastructure, even experimental facilities. Or is this getting a bit off track? Either way I can't wait to see where this where this game goes, I think you'll go really far!!

I plan on having two main pilot characters that you kind of switch between depending on the mission; I think it could be possible to have two story lines going at once, but I'm not fully decided on it yet since it may double the workload on an already (somewhat) overscoped game, haha. But there will be different missions where you have to be defending someone or something, as well as keep your collateral damage down. The final mission in the demo is sort of a test for that.

(Sorry if I nerded out a bunch, these kinda things are what I live for.)

Don't be sorry, I appreciate the thoughts and ideas greatly. Thanks again!

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LET'S GOOOOOOO!!! NEW UPDATE BABY!!!

(+3)

Let's try this new update!

A few of your weapon requests made it in!

(+1)

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.

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

Deleted 1 day ago
(2 edits)

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.

Problem identified and patched, version 0.8.2 is now fully stable.

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

(2 edits)

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)

(1 edit) (+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.

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Just played it, love that we have a big-bore boom-dart launcher in the game now!

Awesome!

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love this demo

Thank you!

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Works on the Steam Deck if anyone's curious. Runs pretty well there too, just add as non-steam game and use proton experimental.

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Nice, glad to see it's working on the Steam Deck.

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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!

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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!

(+2)

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.

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.

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.

(+1)

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?

(+1)

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.

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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.

(+1)

I see,it's all right,I can wait.

Don't worry,take it easy.

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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.

It's an almost terrifying concept to sneak behind a building in a mech of all things and kill an unsuspecting doofus.

That's one of the most fun parts of it for sure.

(+1)

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.

(+2)

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.

(+2)

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?

(+2)

Thank you! Eventually, an endless mode is planned alongside possibly multiplayer, though I can't promise the latter.

Nice! I cant wait!

Deleted 15 days ago

I'll keep it in mind.

(1 edit)

I crave the next update... Only it can satiate my appetite.

(+4)

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.

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