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I am still quite interested about the lore behind this, It might be better if there would be voice acting but anything works best!! Very good game, Still holding up hopes for this!

Just wanted to bring to your attention that, as a UK user, I am unable to see any of the images on this page anymore. Imgur recently started blocking all UK users (thanks, Online Safety Act =~=)

Really sorry to hear that. Do you know of any other image hosting websites that aren't blocked in the UK? I don't think Google Drive allows direct linking on pages.

maybe you could insert the images directly? like in html

(+3)

I just finished playing for the first time and I gotta say this has to be one of the games with the most potential I've played in recent memory. I can feel the soul in it and I gotta say it's got it's hold on me now. 

The lack of progression and very fast pace of the levels keeps me wanting more, I can't wait for the side missions,the shop, more lore, and more characters in this terraformed red planet.

Don't give up on this project, you're on the road to making something amazing!

Appreciate the kind words a lot, thank you!

Don't give up on this project, you're on the road to making something amazing!

I'm working hard on it, I'll be putting up a progress report soon!

(+1)

Such a nice game. Played to the third Level (where it absolutely destroyed me). The variety of Weapons is already amazing (loved especial the mines). Can't wait for more!!! (And the levels after the third when I got better :))

Thank you for playing! More to come.

is there any way to contact you privately?

Hello. You can contact me on Twitter, @sysmainframe

Hello, i just had an idea! What if you could break inside an enemy mech, kill all crew, and take control and\or parts to fix your own mech?

Fun idea, maybe there'd be some kind of grenade that takes control of enemies and pits them against each other. Killing enemies for more health is planned, it might be a type of armor kit.

Great game, I feel that the missiles should get a buff like being able to kill helicopters in one or two shots, more health, and there is a bug where the railgun will not shoot even though it took ammo. Also an anti tank grenade could make grenades better in more missions, and being able to use the other mech bodies would be cool, changing speed or just cosmetic or whatever. Good game however and I wish you luck in making it, I will be coming back to this game.

Thanks for playing!

I feel that the missiles should get a buff like being able to kill helicopters in one or two shots

I agree.

more health,

There will be HP upgrades in the future.

there is a bug where the railgun will not shoot even though it took ammo.

I'm unaware of what causes this glitch, can you please tell me a bit more about how it happens?

 Good game however and I wish you luck in making it, I will be coming back to this game.

Thanks again!

When playing the last mission I was using the rail gun and a couple of times it would take ammo and not shoot, other times it did shoot but a very short range and not close to the enemy, it would do this even though I had it on a quarter charge minimum, but I might have had it less and too little to shoot.

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I had it on a quarter charge minimum, but I might have had it less and too little to shoot.

Possibly. If you don't hold the charge long enough, it'll just spit out a cartridge on the ground. I'll look into it further though.

I did do a little testing and I'm pretty sure I didn't hold the charge long enough but there was one time where it did shoot but abruptly ended in melee range 

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I beg you add 1 huge mountable gun on top of the crawlers chassis, like the juggernauts from the anime/manga 86. I would balance it to have a mag of 3-5 rounds, apfsds if possible that can be fired quickly doing around the same damage as the rail gun only without the penetration through buildings/enemy's.


Your game holds a really special place in my heart I wish you the best of luck in coding it. 

I don't think it will really work for the gameplay loop and weapon system in the game, but I could definitely see an enemy or two with that 86 esque railgun configuration. We'll see what happens.

Your game holds a really special place in my heart I wish you the best of luck in coding it.

That means a lot, thank you kindly!

Hi, there will be mech customization?

R u going to add soft and hard kill protection?

And can u add E.R.A.to the mech?

Thanks!

(+1)

Hello. By mech customization, do you mean paint schemes and other parts?

R u going to add soft and hard kill protection?

This is actually what I've been working on right now, particularly hard-kill APS as an upgradeable shield. I think instead of soft-kill APS you'll be able to choose an ECM jammer in place of it that will behave a bit differently.


And can u add E.R.A.to the mech?

Eventually. It might show up as just more armor layers that unlock.

Hi, how r ya?

And yeah: Paint schemes, different parts, things like that...

Are there plans for the equipment you equip to affect the appearance of your mech in the future? Either way, I am looking forward to seeing your project progress :3

In the future, for now I'm keeping the player sprite mostly the same since I'm still tweaking details on it every once in a while.

I am looking forward to seeing your project progress :3

Thanks!

when will be the next update???? ahh i cant wait moree

Sorry, I can't give any ETA at the moment. I know the updates are quite infrequent and the page is pretty quiet right now, but please rest assured the game is being worked on.


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Hi, how r ya? i just wanted to say: Keep the good work!

Hey, thanks!

(+1)

Hewwo there, it’s me again (though you probably don’t remember, it’s been quite a while 😅). I’m the guy who once offered to help with coding on Linux despite not really knowing game dev yet. Anyway, I just wanted to say I’d love to contribute in the future when you eventually move Landsword from GMS 1.4 to GMS 2 (even if that’s still years away). By then I’m hoping I’ll have leveled up enough in GMS 2 to be actually useful — think of me as a willing intern with plenty of elbow grease. For now, I’ll just keep cheering from the sidelines (and throwing some monei at the project 💸). Thanks for keeping the dream alive!

(+1)

Hey there! I do remember you.

Really appreciate the offer, if I need some additional help with the coding side I'll definitely reach out!

(+1)

Have fun and good luck with the development!

Wait, there's other engines/hulls?

Not yet, currently there's just the default ones you start with in the demo. I'm still not sure if I'll actually include more at this point, but I'm experimenting with them currently.

Damn. Could I help? Pixel models look simple enough...

(+1)

John Nitpick here to uphold the mantle of unemployment and provide unsolicited feedback on other people's hard work.

The K41's laser being coaxial makes less sense - in my opinion - than the laser simply having it's own dedicated housing with an articulated mirror on the turret roof. A roof-mounted laser enables the expensive laser generator to be housed inside the vehicle, allows the installation of an articulated mirror (likely larger than that of a barrel-mounted laser, because the unit's weight is no longer slowing down vertical traverse of the main cannon), enabling the weapon to engage a wider range of targets with more precision (such as aircraft and missiles, something a full-size tank turret would struggle to track) and allows the mirror to pull double duty as a high quality sensor - something that a standalone unit on the tank barrel can't do. 

The removal of a barrel-mounted laser would also allow the K41 to mount a coaxial machine gun - which is arguably more effective as an anti-infantry weapon to due to its ability to create a beaten zone visible to the enemy (thereby increasing the its suppressive capability), whereas the suppressive fire of a laser is less noticeable due to it's greatly decreased visual and audio signature. 

Having a roof-mounted laser would also provide some gameplay alterations that I think would be interesting to play around - even if the laser can't engage the player directly, having it intercept munitions like rockets and spiderbombs would make the K41 much better in the heavily-armored standoff role its description seems to imply it is meant to fulfill. I personally think it would go a long way to detrivializing an enemy to whom my normal response is to sit behind a building and lob spiderbombs and grenades at. 

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I fully agree. Looking back at the art I drew, the laser was actually supposed to be the small dome with a circle mounted on the right side of the turret, I messed up calling it "coaxial" while rushing the descriptions due to time constraints. I will be revising all of the art and writing over time, I'm not happy with it.

There's also going to be some much heavier tanks in the game later on that'll be almost twice the size, featuring both APS and laser weapons to stop the player's missiles. They probably behave sort of like a hybrid between the K41/Minotaur and the C-RAM turrets

BIGGER!?!?

what

Is multyplayer planed

(+1)

Eventually, but it's very low priority right now. A lot more needs to be added and refined before anything like that can be implemented.

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damn this update is good

some more ideas since its been months after i suggested some again:

- EMP grenades that stun mechanical enemies but not organic ones

- a new powerplant/engine, specializing specifically in overdrive but lacking in every other stat

- a new melee weapon that is effectively the laser, but you dash when you attack with it and has a cooldown, like a lance if you will

- after some testing, the current melee has too little range and is hard to use effectively, so maybe make it slightly longer in range

- a funny idea, add a preset or anything along the lines of a tin can going at 300km/h because why not


(edited) i used the spider bomb a few times, but for some reason it bugs out sometimes, specifically it goes away from the crosshair instead of towards

unrelated note: mission 7 feels like metal gear solid for some reason, is it intentional?

there is a melle?

press f to melee

cool, thanks

Thanks for playing it again!

- EMP grenades that stun mechanical enemies but not organic ones

This could be useful for disabling special targets like the command centers, I'll see about adding it.

- a new powerplant/engine, specializing specifically in overdrive but lacking in every other stat

Admittedly I'm currently considering removing different powerplant options since I don't think I can make each of them distinct enough, but I'll see how that effects gameplay.

- a new melee weapon that is effectively the laser, but you dash when you attack with it and has a cooldown, like a lance if you will

Something like this is planned, a "plasma lance" weapon.

- after some testing, the current melee has too little range and is hard to use effectively, so maybe make it slightly longer in range

It's supposed to be super close range for cutting down buildings and mostly acting as an emergency weapon, but upgraded versions with further range will come later.

- a funny idea, add a preset or anything along the lines of a tin can going at 300km/h because why not

Sorry, I'm not sure what you mean by this. Do you mean a super fast movement option?

(edited) i used the spider bomb a few times, but for some reason it bugs out sometimes, specifically it goes away from the crosshair instead of towards

A few people reported this glitch on the seventh mission as well. Its pathfinding is super basic so you need to keep the reticule close, I do plan on fixing it.

Thanks again!

(2 edits) (+1)

the tin can idea is in effect, a really fragile but really fast mech. this one was inspired by some random youtube comment i found, being something along the lines of "it's just a tin can going at 300km/h. problem is, i can't hit* a tin can going at 200km/h"

update: found original vid, here 

will there be a windowed fullscreen?

Didn't quite plan for it, but I'll see what I can do.

I am glad I remembered to look this game up, I got it wishlisted now!
The issue is if you follow new indie game releases after a few months nobody can remember all the names without a list so going on steam was the right move, even if you now take your time to get things right.

And I also wanted to ask about 4:3 and 21:9 support, not sure if you already got this but would be nice for CRT users and ultrawide monitors. Being able to enjoy the game on many displays is always a huge plus if it doesn't take very long to implement!

Thanks for wishlisting it on Steam!

And I also wanted to ask about 4:3 and 21:9 support, not sure if you already got this but would be nice for CRT users and ultrawide monitors. Being able to enjoy the game on many displays is always a huge plus if it doesn't take very long to implement!

It's a little bit difficult to implement due to the unusual resolution and pixel art, but I do plan to have support for 4:3, even if it means having some black bars. Ultrawide would require a lot of changes to the UI and how things are being drawn I'm afraid.

Not sure how much simpler it would be but some games make a compromise for ultrawide where they keep the HUD at 16:9 and just render more of the game on each side of it. That might be much simpler if it doesn't require the HUD to adapt to another aspect ratio.

Either way I am looking forward to the game!

What is the required minimum version, DX9 or DX11? I saw on Steam that it requires DX11, and this concerns whether I can play it on my older device.

It should be DirectX9, but if you can run the current version on your device with the patch in the description everything should be fine.

thanks for the reply!

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IT'S AWESOME! As a fan of Metal Gear playing in a similar weapon to Metal Gear Rex makes me happy as a little boy in a candy shop. The gameplay is smooth and the controls are fast and really satifying and in general the fighting is fantastic, i hope that later on you will add some bosses. Also the emodels in the intel tab are really good! and i saw what you did with the pilot of our mech. 

anyways 10/10 when it will be released on steam it will be a must buy! thanks Mezzsoft!

sorry for the bad spelling.

Thank you for playing and the kind words!

after some playthrough I wish.....can you add more weapons for the mech?
like...Kinetic missile, 127mm cannon? or bigger like 140 or 150 or peak 57mm dual gun? I think it would make the game experient more better..

There's 10 main weapons, 4 secondaries and 3 grenade types. For something so relatively early in development that seems like plenty imo

I know but that my opinion, more things more fun

There will certainly be more weapon options, both primary and secondary as well as melee and grenade options. I'm aiming to have roughly 15-20 primary ones, but as I'd like them all to be relatively distinct I might end up reducing the number.

Hmmm I see, I see...Very Interesting, keep it up man, your games is good. I can't wait to dowload the 0.9.0 vers

Hello, will there be any puzzles on missions and will any of those be a box pushing pussle? I ask cause i love the box mechanic from mission 7, although it detaches on corners constanly, but that's probably just my skill issue ;P.

I'm not too sure about puzzles in missions, but I have a few ideas for ones where you'd have to use the environment to take out a boss. There will definitely be a few more missions where you have to drag a crate to an extraction point though.

oooh nice!

(+1)

holy moly this is so sick

Thank you!

Will the final version include an "Endless Mode" for gameplay?

(-1)

That is planned, eventually.

(+1)

It opens fine, but when I press deploy it closes and says, "

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

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)"

Please download the DirectX patch linked in the description above.

Back to review V.0.8.2: Oh boy, the current final mission is a blast. My fav weapon for it so far is the laser mostly due to good TTK with no wind-up, and I was pleasantly surprised when smoke blocked it. I think maybe the old reliable autocannon has become a victim of power creep(?) though, maybe a buff in damage is in order. 120mm cannon is also underwhelming, even the little Mantis can survive a near miss, and the heavier crawlers (Minotaur and the one with the mortar system) still take an uncomfortable number of hits. 

To dev/other players, what's the secret sauce for ranking A-S on mission 7? Laser/Spider/Smoke got me from D to C but I feel like I'm missing something.

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Thanks for playing!

I think maybe the old reliable autocannon has become a victim of power creep(?) though, maybe a buff in damage is in order.

It'll probably be the starting weapon in the game so I think it's okay that it's kind of weak. Later on you'll actually be buying the weapons in your arsenal after missions, they won't all be unlocked like in the demo.

120mm cannon is also underwhelming, even the little Mantis can survive a near miss

This weapon is going to get a major buff since it's definitely the one people have the most issue with. Next update it'll have increased damage plus building penetration.

To dev/other players, what's the secret sauce for ranking A-S on mission 7? Laser/Spider/Smoke got me from D to C but I feel like I'm missing something.

Someone on YouTube uploaded this video of them S-ranking the mission using the laser and smoke grenades. They used it to tunnel through a section of the environment and make a swift escaoe, it's a bit cheap but very impressive.

Hello Mezz, i want to ask, will there be any movement options like jumping or rocket boosters?

I'm still somewhat undecided on it. I could see being able to leap over buildings being fun. I'll need to do some tests to see how it changes the gameplay and if it breaks it.

(+1)

The game is absolutely awesome! Will definitely follow this closely.


Couple small comments I'd like to make, though.


It would be perhaps interesting to tweak the strength of the towing cable in mission 7, the box has a tendency to catch on corners and it can be a bit frustrating having the cable snap constantly. I suppose it wouldn't be much of an issue if it is a gimmick confined to this mission, but I believe it should be modified slightly if this becomes a recurring mechanic.

What's more, it would be nice if more of the environment was destructible through collision, or if it was destroyed quicker, mainly the smaller and mid sized trees as well as the crates stacks in mission 7


Having said that, I find this game truly great, I love the addition of multiple types of environment!


Cheers

Appreciate the feedback and following!

It would be perhaps interesting to tweak the strength of the towing cable in mission 7, the box has a tendency to catch on corners and it can be a bit frustrating having the cable snap constantly. I suppose it wouldn't be much of an issue if it is a gimmick confined to this mission, but I believe it should be modified slightly if this becomes a recurring mechanic.

There probably won't be too many missions like the seventh, maybe just one or two more where you're towing a crate back. They'll most likely be set in more open levels too, so the snagging will be less of an issue.

What's more, it would be nice if more of the environment was destructible through collision, or if it was destroyed quicker, mainly the smaller and mid sized trees as well as the crates stacks in mission 7

I intend to eventually have an upgrade where you can boost into buildings and destroy the larger ones. Keep in mind you can also use the slash attack to destroy buildings or the crates instead of driving through them.

Having said that, I find this game truly great, I love the addition of multiple types of environment!

Thank you! I'm working on more.

(+2)

I came back to the game after about 3 months and it's really cool that the game actually has new stuff added, it makes the experience a lot better, keep it up man (and I love mech Pilot, she's beautiful...eh...don't mind this one)

Thanks for playing again! I appreciate it.

Deleted 40 days ago

I have a problem....Im get stuck, and I can enter the game because of it on the windowed mode with highest resolution, and it refuse me to enter the game (sorry if something happen in this, my english bad)

I don't really understand what the problem is, but if it's related to the game's settings, you can go into the %AppData folder and delete the settings .ini file to reset it all to default.

Deleted 40 days ago

Thanks man, I was dealing with it and now I can play again :D

Deleted 37 days ago

Please make a mobile version

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Sorry, currently that isn't really planned.

Sir Mezz,

I am writing this to express my profound appreciation for Project Landsword. Having been an early supporter since version 0.7.3, I have witnessed the game's remarkable evolution. The transition from a modest selection of primary and secondary weapons to the current (somewhat) expansive arsenal is commendable. The recent 0.8.2 update introduced significant enhancements, which contribute to a more immersive and engaging experience.

Suggestions for Enhancement:

  1. Sandbox Mode: Introducing a sandbox mode would allow players to experiment with various weapons and tactics in a controlled environment, fostering creativity and providing valuable insights into game mechanics.

  2. Expanded Secondary Weapons: While the primary weapons offer diverse functionalities, an expanded selection of secondary weapons could further enrich gameplay, offering players more strategic options.

  3. Difficulty Settings: Implementing adjustable difficulty levels would cater to a broader audience, accommodating both newcomers and seasoned players seeking more challenging experiences.

Areas for Improvement:

  1. Fullscreen Mode: As someone who utilizes Night Light due to eye sensitivity,  Adjusting the display to align with the game's warm, orange aesthetic would enhance visual comfort.

  2. Boss Encounters: The inclusion of boss fights, particularly a mech adversary that adapts to the player's combat style, would introduce a compelling challenge. Such dynamic encounters, akin to V2 in ULTRAKILL, could significantly elevate the game's intensity.

Concept Art Contribution:

As an amateur concept artist utilizing MS Paint, I am eager to contribute to the game's development. I can provide basic artwork to visualize new weapon designs, mech skins, or environmental concepts, aligning with the game's aesthetic and thematic direction.

Conclusion:

Project Landsword has evolved into a standout title, offering a unique blend of top-down mecha combat and strategic gameplay. I eagerly anticipate its future developments and am excited about the potential inclusion of my contributions.



HIMOTHY APPROVED

also, bonus points i noticed while playing, the mc (whom i think is the person in intel data no3) is a baddie, would smash if i had the chance.

Hello. Thank you for playing my game and the feedback.

Sandbox Mode: Introducing a sandbox mode would allow players to experiment with various weapons and tactics in a controlled environment, fostering creativity and providing valuable insights into game mechanics.

There will be a sort of shooting range / simulation area where you can test things out in an endless mode, and I also plan on eventually having a level editor of some kind so you can make your own missions. It will be a while though.

Expanded Secondary Weapons: While the primary weapons offer diverse functionalities, an expanded selection of secondary weapons could further enrich gameplay, offering players more strategic options.

This is planned, there will be more than just four.

Difficulty Settings: Implementing adjustable difficulty levels would cater to a broader audience, accommodating both newcomers and seasoned players seeking more challenging experiences.

While this has been requested by some people, I'm not fully sure yet if I'll be including adjustable difficulty. We'll see what happens, though.

Thanks again!

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I love the mix between slow and calculated strikes and the chaos when the enemies spot you (especially if a pwz.40 is on the field).

Two things I would like to know, if it's not a bother, is what does MPD stand for, and why is Val always alone on missions?

10/10 great game.
looking forward to future updates!

(+2)

MPD stands for Martian Planetary Dollars, it's the unified currency on Mars like euros. It would probably be shortened to something like Mardol or Marsdollar in casual speech.

why is Val always alone on missions?

I have yet to explain the situation in game, but basically your unit is both an isolated special purpose squadron made up of only a few high power crawlers, and has been cut off from most supporting units that would typically join you in a combined operation. Later on I think you'll actually be fighting alongside friendly units and be joined by allied crawlers in combat, but for now you're just a psycho who's fighting all on your own.

10/10 great game.
looking forward to future updates!

Thank you! It's being worked on.

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Thanks for responding!

MPD stands for Martian Planetary Dollars...

up until now I had just been calling them "Martian pound-dollar(s)" Martian Planetary Dollars makes a lot more sense.

Later on I think you'll actually be fighting alongside friendly units and be joined by allied crawlers in combat...

Sounds quite interesting, might not be good for the housing market though.

psycho who's fighting all on your own

I had a feeling she wasn't completely stable.

I hope stuff goes well for you!

This game is so cool.I spend all of my time on it,and small size too, are you spaces sorcerer like toby fox :>

Thank you! The small size is mostly due to all of the audio files being compressed in .ogg format, otherwise it'd be two or three times as big.

Thank you ! its the very usefull advice, what about making a linux version it will be great!!

Eventually, it's planned.

(+1)

This. This is the mecha game I always wanted, and I really look forward to the future updates

There's a few things that bothered me while playing though

Multi lock missiles really don't work for me. I am more used to them being more of a "fire and forget" weapon, but manually setting up the targets for it felt way slower then just using unguided ones. Maybe if they locked onto the closest enemy by themselves after being fired would make them feel a bit better? And even then, they were really inaccurate for they are. I had them do spirals, weird curves into the nearest buildings — everything but flying towards the target right ahead. It is rather underwhelming to spend time setting up a bunch of targets just for all the rockets to fly straight into the buildings around.

The smokescreen seemed to block the laser beam as if it was hitting an obstacle which is probably (?) A bug

And another minor problem I had is with the default key for grenades.Having them on x when using wasd was not very comfortable and I often just forgot about them. I found binding them to q work better for me, but that's more of my personal issue with it.

Thank you for playing!

Multi lock missiles really don't work for me.

Right now they're probably the weapon people dislike the most. I admit they're pretty damn useless when fighting in close corridors or around buildings since they immediately curve outward. I tend to use them in more open maps like the second or fourth mission where you can really paint a lot of targets and let them fly, but I agree they need some major adjustments. I'll see about making them only curve towards targets if they have line of sight on enemies too.

The smokescreen seemed to block the laser beam as if it was hitting an obstacle which is probably (?) A bug

Due to the way smoke screens work the clouds are technically treated like an obstacle/object that collision checks run through, so the laser ends up doing a hit scan on them. I was aware of this problem, but simply didn't have enough time to come up with a fix that didn't involve restructuring a lot of code. Will definitely be fixed in the next build.

And another minor problem I had is with the default key for grenades.Having them on x when using wasd was not very comfortable and I often just forgot about them. I found binding them to q work better for me, but that's more of my personal issue with it.

That's totally fair. Glad to see key rebinding being used now!

Not my first foray into the comments to suggest this, so sorry if its a bother, but I think a discord may be good to consolidate updates, atm I have to check in a handful of places (X, steam, and here, unsure if there is a bluesky) to see updates on progress or full on updates to the game, it'd also let people discuss the game easier and more freely than on here, theres definitely a sizeable playerbase now too

(+1)

I plan to eventually put up another post here showing all the progress that's been made, but for now I haven't really posted much new anywhere. Development on this project is unfortunately slow for a variety of reasons, so I apologize to people who are looking for more frequent updates. A lot of the development work also doesn't translate into things that I think are even worth sharing, so I tend to remain silent for the most part.

A few people did ask for a Discord channel before, but I really don't want spend time managing and interacting with it. Sorry.

Its understandable why development would be slow, i didnt intend to rush you, you're making great stuff and that takes time, though I am curious about some of the development processes, even small things could be neat

As for the discord yeah fair, it takes a lot to manage especially on top of making a whole game, would you be opposed to someone making an unofficial/fan discord for it though? I may not be the one to make it if so but if someone sees these messages and decides to.

As for the discord yeah fair, it takes a lot to manage especially on top of making a whole game, would you be opposed to someone making an unofficial/fan discord for it though? I may not be the one to make it if so but if someone sees these messages and decides to.

Honestly, I still think there's way too little content in it to warrant a Discord server. The demo can be beaten in 20 minutes, and generally anything like a story or lore just hasn't been developed enough to discuss. I don't think it's a good idea to have an unofficial one since that could open up the possibility for scams or worse if it falls into the wrong hands.

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man the 7th mission got so frustrating beacause of how long it is. this game desperately needs saving mid-mission

(+1)

Sorry about the frustration. Maybe I'll have an upgrade that lets you do that.

(+1)

 erm... how about an enemy laser tank?undefined

(+3)

These have been planned for a while actually, expect them to show up at some point.

(+1)

so good. hardcor gami lik im thinkm its peam

(+1)

Very cool game! Just finished the recent build. The extraction mission is super fun!
I've enjoyed all the newly added weapons a lot. Especially the Stacked Munitions Launcher and the Spider bomb (or whatever it's called)

For me personally, the game kinda lacks difficulty. Though last two missions taught me a couple lessons and managed to send me to the beginning. Anyways most of the time you can safely eliminate all the targets from great distance.
What I love to see in such games:
- intense long combats that make you sweat and mind your ammo (what 0.7.0 version of worms mission did not bad, but 0.8.2 - not really, the laser is op)
- high risk duel segments that make you act tactically and greatly punish for mistakes. The pre-last mission with minotaur mechs did this not bad, just wanna see more of this

Anyways, those can be totally a bunch of me-isms. Just keep developing this beauty and good luck!

And we're waiting for the next build!

Thanks for playing! I'm glad to hear you enjoyed the new additions in this build.

For me personally, the game kinda lacks difficulty. Though last two missions taught me a couple lessons and managed to send me to the beginning. Anyways most of the time you can safely eliminate all the targets from great distance.

I'm aware at the moment things aren't too challenging with the enemy variety and power that the player wields. In the future, all of the weapons won't be available from the start, and I'll probably be changing the order of the maps; for now they're all pretty disjointed.

- intense long combats that make you sweat and mind your ammo (what 0.7.0 version of worms mission did not bad, but 0.8.2 - not really, the laser is op)

That it is. The laser will be probably be quite a late game weapon. More horde missions featuring other organic enemies are planned.

- high risk duel segments that make you act tactically and greatly punish for mistakes. The pre-last mission with minotaur mechs did this not bad, just wanna see more of this

This is something I'm working on currently. Certain missions will have sort of mini-bosses with tons of health that you'll need to attack more strategically.

Just keep developing this beauty and good luck!
And we're waiting for the next build!

Thank you for the feedback and wishes! It's probably going to be a while before the next build, but work continues.

This is something I'm working on currently. Certain missions will have sort of mini-bosses with tons of health that you'll need to attack more strategically.

bro why mini bosses? i want full on gigantic cool robots with lazer beams that i gotta fight against, and btw, a melee weapon would be sick but i dont really know how to make it not be overshadowed by the other ones, maybe make it launch you forward?

There will be properly massive 1v1 bosses as well, don't worry.

a melee weapon would be sick but i dont really know how to make it not be overshadowed by the other ones, maybe make it launch you forward?

There's one in the game right now actually, it should be binded to the F key by deafult.

Hello, The game is real awesome! Had quite a blast! I'm wondering if you'll make a discord server for this, would be looking foward to that and to the game!

Hey, thanks for playing! I'll make a Discord server eventually, but right now I feel there's not enough content to warrant one.

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