Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 11 of 550 · Next page · Last page
(+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

(+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)

Please make a mobile version

(1 edit)

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!

(1 edit) (+1)

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.

(1 edit)


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.

(+1)

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

Viewing most recent comments 1 to 11 of 550 · Next page · Last page