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!
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 :))
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.
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.
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
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.
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.
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
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.
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!
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.
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.
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
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
- 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.
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"
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!
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.
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!
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 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.
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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!
I'm working hard on it, I'll be putting up a progress report soon!
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 agree.
There will be HP upgrades in the future.
I'm unaware of what causes this glitch, can you please tell me a bit more about how it happens?
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.
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
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.
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!
Hello. By mech customization, do you mean paint schemes and other parts?
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.
Eventually. It might show up as just more armor layers that unlock.
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.
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.
Hi, how r ya? i just wanted to say: Keep the good work!
Hey, thanks!
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!
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!
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...
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.
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
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.
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!
This could be useful for disabling special targets like the command centers, I'll see about adding it.
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.
Something like this is planned, a "plasma lance" weapon.
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.
Sorry, I'm not sure what you mean by this. Do you mean a super fast movement option?
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!
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!
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!
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