Here are some Ideas 4 your Game (5/5) *.* I just write some Keywords to keep it short.
2nd Mission is cool. Its a really a nice variation. Also I like the Enemy Type. (pesky worms ruin my day) maybe a larger enemies that spit acid would spice things up - maybe later in the Game.
Weapons:
Melee Weapons 4 the mech like a sword or an axe plus a shield
Pistols, Uzi, Desert Eagle maybe with Akimbo possibility
mortar 4 the Mech (swap 4 missels)
possibility to lay or shoot mines
drop of a stationary tower or repair tower
weapons overheat
reload weapons
Vulcan gun is pretty op I think
Armor:
with a small energie shield that regenerates slowly after hits
with a jump Pack
with a radar pack
that spwans drones from time to time (repair drone, combat drone, defense drone)
Grenades:
stun or flash grenades
New Abilities:
call in an airstrike with cool down or can be collected on the map
or an emp strike
transform into a helicopter 4 a short time
Global Achievements:
Kill 100 enemies from this type or that type
Kill 100 enemies with a special weapon and so on. Maybe to unlock to new weapons or to upgrade weapons later
Level System / Collect Resources:
to level up weapons or the armor to play higher difficulties
would keep up the grind and motivation 4 the player
Enemies:
Boss Fight in the final level
or Mini Boss Fights after every 5th Level
Enemy factories that spawn new enemy tanks etc.
i know developing a game takes a lot of effort and many of the points above may not be possible or not a top priority
these are just a few thoughts and maybe they will help you to create a really nice game cause there is a lot of potential in this
2nd Mission is cool. Its a really a nice variation. Also I like the Enemy Type. (pesky worms ruin my day) maybe a larger enemies that spit acid would spice things up - maybe later in the Game.
Expect more fauna and wildlife eventually, the worms are just a start.
Melee Weapons 4 the mech like a sword or an axe plus a shield
Soon! Some close range emergency weapons that act like a melee attack both for the player and enemies will come.
Vulcan gun is pretty op I think
Will be a late unlock, it's probably way too powerful to give the player early on.
Global Achievements
Definitely.
call in an airstrike with cool down or can be collected on the map possibility to lay or shoot mines
Both of these are planned. Grenades will act as markers for large cruise missiles strikes.
Unfortunately, due to Apple's restrictions I need to purchase an actual Mac OS computer to compile a build with my engine. It doesn't seem like virtual machines will work due to some built-in verification. Maybe in the future I could possibly find a really cheap used one off of E-bay and use that to compile a build.
Localization is definitely planned since there's a lot of non English speaking players, but it'll probably be done when the game is finished since I'd like to translate everything at once rather than changing scripts for every update.
hi, the game is amazing! We are a game localization studio from shanghai. If you want to add Chinese language for your game, feel free to contact us. We've got you covered!
imba, the game is amazing, the style, effects and all sorts of small details are especially cool, I like how you can spit railgun shells, it would be cool to see more sounds in the game, for example in the environment, but it’s not for me to say which is better, it’s a pity that there are only 5 missions, I wish happiness to the developer, I want to send him money, but I’m a beggar :(
I came up with the idea of a possible interesting weapon, the possibility of installing a ship or tank cannon, it would be powerful enough to destroy enemies with 1 or 2 hits, but not so strong that it would demolish half of the city with 1 shot like a railgun, at most I think it could penetrate 2-3 houses, and it would be possible to it takes quite a long time to recharge, but I do not know how many seconds, because suddenly it turns out that in the reality of the game even 5 seconds is too long, but I think that a long recharge is important. I read other comments and there was an interesting idea there that would not give the player all the weapons at the beginning, if that's the case, then I think this gun could be given to the player before the railgun.
there may be a lot of logicalerrorsherebecauseIuse a translator.
Question about the lore, I still don’t understand, is this crowler controlled remotely or is someone sitting in it?
I wanted to let you know that the game may have some weird issues with v-sync on AMD graphics cards, but there's a chance that my old 5700 XT Gaming OC is on its last legs (it's a famously temperamental card in the first place). On windows 11 24H2 and Adrenaline 25.2.1, dual monitor setup. I selected V-sync in the options and it immediately caused my graphics drivers to crash extremely hard (screen went black, attempted to recover with a bit of screen flicker multiple times, then fell back on APU display), to the point I had to reinstall them. Had to close the game manually once my display fell back on my APU so if there's some kind of error log, it didn't get created. Alternate sync didn't do the same, but caused some slowdown with my mouse so I continued on without either.
IF the issue is my 5700 XT, just ignore the whole above paragraph. May well be the case.
The game itself works perfectly fine. Lots of fun and I'll definitely be keeping track of this project. I don't know how extensive a feature list you're planning, but I personally would hope to see alternate leg types and some paint customization à la Armored Core. I also hope for a windowed mode option.
Hey, thanks for the report. Really sorry to hear that this game crashed your card to the degree that the drivers had to be reinstalled, that's a nightmare and quite surprising for me since the game should have really low system requirements.
The alternate v-sync method does add some smoothing to my mouse input as well, I'm not sure if I'm going to keep that option in (although some people manage to use it). I should note I'm using an old engine (Game Maker) so some compatibility problems could arise from newer cards trying to handle it. I've had a playtester try it with higher end Intel cards and it ran with no issues using both v-sync methods, though the alternate one used to speed the game up by 200% before patching. It may well be your 5700 XT failing, but there's nothing I can really do to confirm it on my end.
The game itself works perfectly fine. Lots of fun and I'll definitely be keeping track of this project. I don't know how extensive a feature list you're planning, but I personally would hope to see alternate leg types and some paint customization à la Armored Core.
Thank you. I have a lot more gameplay features planned, but it'll take some time to thoroughly develop and implement them.
I also hope for a windowed mode option.
Soon! A proper options menu with rebinding and display settings will come, current one is a quick and dirty placeholder.
the game is really fun and i would love to see it on steam, when you will feel ready on features! game at core really fun, you only need to add more maps, different enemies and more weapons / upgrades to keep the game flowing!
Hi MezzSoft,
I found out about your game by chance on YouTube, and it's really great! Thank you for your hard work, and good luck with the development.
This is AMAZING! The game felt a little clunky at first but after a few hours it felt very fun to play. It'd be nice if enemy missile lock, low ammo, ammo empty (separate for side, main and aux. weapons), and enemy detection had audio queues though, found myself struggling to notice when those ran out. Is there any chance that a future build will have enemy distance notice (like the enemy arrows having a distance next to them)? It was a bit difficult to tell where enemies were in relation to the map when they were offscreen based off the radar.
This game has a lot of potential, I can't wait for the full release!
It'd be nice if enemy missile lock, low ammo, ammo empty (separate for side, main and aux. weapons), and enemy detection had audio queues though, found myself struggling to notice when those ran out.
I've been reworking the in-game HUD slightly for better readability. Hopefully it'll be more noticeable next time around. Enemies firing missiles at the player should have a warning sound and indicator show up, I hope nothing glitched out.
Is there any chance that a future build will have enemy distance notice (like the enemy arrows having a distance next to them)? It was a bit difficult to tell where enemies were in relation to the map when they were offscreen based off the radar.
I have some unused code that has the enemy arrow indicators around the reticule vary depending on their distance from the player. I could possibly put an option in the settings that lets you toggle between dynamic and static arrow indicators.
This game has a lot of potential, I can't wait for the full release!
VERY cool stuff. Had a blast with the demo with Stages 3-5 taking the cake for me. 2 was the least enjoyable but still fun. I can easily imagine an Ace Combat/Armored Core type campaign with getting funds, buying new gear and perhaps mechs etc. Will be keeping an eye out, keep it up mate, cheers!
Cheers for playing! Don't worry, stage 2 is getting a big overhaul both in level design and also the enemy behavior. I usually skip it myself, so I'm working on making it a lot more fun to play.
I can easily imagine an Ace Combat/Armored Core type campaign with getting funds, buying new gear and perhaps mechs etc.
Of course! Eventually you'll be purchasing new weapons and upgrades after missions are completed.
Will be keeping an eye out, keep it up mate, cheers!
pls help when i opened the exe file it shows up for a bit but then it automatically crashes i already intaled direct but still it keeps happening pls fix dis
i havent seen an error it jus exited fast and idk where to find the error logs but the os i use it windows 10 and AMD A6-9500 RADEON R5, 8 COMPUTE CORES 2C+6G 3.50 GHz
Thank you for the error report. This is a very unusual crash I've not seen before. It might be a compatibility issue with Windows 11; I'll see about compiling the game in a different way that might be more stable for it and your graphics card. Sorry again.
Is it possible you could try running it in compatibility mode set for W10 or W8?
Had to create an account to comment on this game. It is a masterpiece, easily a 15-20 dollar game. This game encapsulates you playing as the main character in an anime. Sound effects and overall game feel is perfect. I hope that this will be on steam soon and (you probably get a lot of this) maybe a co-op or multiplayer mode on game full release.
Thank you for playing! I'm glad you like the sound effects and game feel.
I hope that this will be on steam soon and (you probably get a lot of this) maybe a co-op or multiplayer mode on game full release.
Multiplayer would definitely be a lot of fun with the various weapons and vehicles, but I don't have much experience programming network code in my engine. I'll probably need to recruit some additional programmers for assistance.
A glitch I've been experiencing with the demo is that the aim-reticle doesn't wont to move at the same time as the mech. Note: I am using a touch pad on a laptop and not a mouse.
If I start moving while the reticle is stationary it will stick in place and wont move again until my mech stops. If the reticle is moving when I move the mech it will not stick, but if I stop for a moment it sticks.
The reticle will also jump and stick periodically while I'm moving, if it does move at all.
This demo was really really fun! Lots of potential with this. Stumbled on it on youtube and the sound FX for the base gun threw me back to some of the gun sounds for Battletanx when I was a kid! Loved playing through the missions, and the vulcan is nasty! Plus the smoke grenades are great!
I'll definitely be keeping an eye on this one. Fantastic vibes and to-the-point gameplay. I could easily see this as an arcade cabinet game with a leaderboard.
Okay, hearing that Battletanx was an influence on the sound design is really cool! I felt a little crazy connecting two dots together that shouldn't, but really cool to find out I got it right! :D
What's up Mezzsoft. I'm already a big fan of your work and I only found it yesterday. I haven't played it because I only have a laptop with no mouse, but I do have a bunch of ideas that just flooded in when I saw your game. I read some of the other players' suggestions and expanded on them too. Game concept and design is my hobby and I thought, since my head was getting too full of ideas to rely on rote memory, I should write some of it down and why not share it with you while I'm at it. I hope you don't mind, but if you like my ideas I've got a lot more, I just don't want to overwhelm you. Here is a link PDF copy and pasted onto google docs.
I don't want to spoil too much, but a select few of these I've already had plans to implement for awhile now. Without being too specific, you can expect some of the features in section 3, 4.1, and 5!
Some of these you've come up with are very interesting - in particular having visible equipment strapped to the mech and the optical mast, but the scale is unfortunately quite small, so showing them in-game might be difficult. Instead of ammunition, I could see a pickup you need to return back to base with being visible on the rear of the turret though, that'd be cool to see.
The optical mast idea would require upscaling the in game environment, so I knew it was a bit ahead of your current focus. Also it would only be extended/deployed if the top-down data feed was disrupted, including the backup drone feed. I thought it would mix up the game experience and function as a difficulty challenge for an interval of a mission. Then the top-down image would be restored.
As for grabbing supplies I was thinking of a little more animation detail, the mech grabs, it removes the contents storing them internally, and then discards the empty container.
That's completely fair. I'd like to have some additional animations for the player's mech, but it requires swapping out the entire sprite for each frame due to the drawing method. I'll still see what I can do to add those details though.
By the way — I know you said you only have a laptop touchpad, but the game should be pretty friendly to play even without a mouse. I've actually played it quite extensively with my own laptop's touchpad for testing.
Thoroughly enjoyed my time playing all the missions available.
Favourite weapon was the Vulcan by far, you really nailed the sound design! I found it a bit jarring that the stationary turrents would move backwards on impact. It made them feel disconnected from the world in my opinion. I feel like the rail cannon should have a wider beam to make hitting multiple targets easier. I was struggling to rail multiple enemies even though it looked like it should of impacted.
Can't wait to purchase the full product on release :)
Got a crash on completing the first level for the first time, but can't recreate it. Also I feel it could do with a tutorial whenever you're getting closer to a bigger release.
Otherwise, this is really fun and I can't wait to see where you go with it
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Comments
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Actually amazing! Immaculate game-feel. Looking forward to more.
For me at least, X is an awkward button to hit for grenades. Maybe F as an alternate? I don't think you can re-bind currently, unless I'm mistaken.
Also, maybe the explosion sfx could use a bit more variety, since we will be hearing it *a lot*.
Thank you for playing!
I'll be adding control rebinding so you can change the key for grenades. F will be by default the melee attack.
Agreed!
Sick game! Was this at least partially inspired by armored core?
Cheers! Maybe vaguely, but AC wasn't a very big influence to be honest.
Hey there
Here are some Ideas 4 your Game (5/5) *.* I just write some Keywords to keep it short.
2nd Mission is cool. Its a really a nice variation. Also I like the Enemy Type. (pesky worms ruin my day) maybe a larger enemies that spit acid would spice things up - maybe later in the Game.
Weapons:
Melee Weapons 4 the mech like a sword or an axe plus a shield
Pistols, Uzi, Desert Eagle maybe with Akimbo possibility
mortar 4 the Mech (swap 4 missels)
possibility to lay or shoot mines
drop of a stationary tower or repair tower
weapons overheat
reload weapons
Vulcan gun is pretty op I think
Armor:
with a small energie shield that regenerates slowly after hits
with a jump Pack
with a radar pack
that spwans drones from time to time (repair drone, combat drone, defense drone)
Grenades:
stun or flash grenades
New Abilities:
call in an airstrike with cool down or can be collected on the map
or an emp strike
transform into a helicopter 4 a short time
Global Achievements:
Kill 100 enemies from this type or that type
Kill 100 enemies with a special weapon and so on. Maybe to unlock to new weapons or to upgrade weapons later
Level System / Collect Resources:
to level up weapons or the armor to play higher difficulties
would keep up the grind and motivation 4 the player
Enemies:
Boss Fight in the final level
or Mini Boss Fights after every 5th Level
Enemy factories that spawn new enemy tanks etc.
i know developing a game takes a lot of effort and many of the points above may not be possible or not a top priority
these are just a few thoughts and maybe they will help you to create a really nice game cause there is a lot of potential in this
pls keep going and dont give up <3
Thanks for playing and the ideas!
Expect more fauna and wildlife eventually, the worms are just a start.
Soon! Some close range emergency weapons that act like a melee attack both for the player and enemies will come.
Will be a late unlock, it's probably way too powerful to give the player early on.
Definitely.
Both of these are planned. Grenades will act as markers for large cruise missiles strikes.
Thank you, I appreciate it!
This looks so cool, can we get a mac build please?
Unfortunately, due to Apple's restrictions I need to purchase an actual Mac OS computer to compile a build with my engine. It doesn't seem like virtual machines will work due to some built-in verification. Maybe in the future I could possibly find a really cheap used one off of E-bay and use that to compile a build.
I would like support to spanish language if it release at 1.0, meanwhile its a game I will keep two eyes on for sure, the demo feels amazing!
Localization is definitely planned since there's a lot of non English speaking players, but it'll probably be done when the game is finished since I'd like to translate everything at once rather than changing scripts for every update.
hi, the game is amazing! We are a game localization studio from shanghai. If you want to add Chinese language for your game, feel free to contact us. We've got you covered!
Certainly!
Sure! And you can also find us by email: plutostreasury@outlook.com
imba, the game is amazing, the style, effects and all sorts of small details are especially cool, I like how you can spit railgun shells, it would be cool to see more sounds in the game, for example in the environment, but it’s not for me to say which is better, it’s a pity that there are only 5 missions, I wish happiness to the developer, I want to send him money, but I’m a beggar :(
Thank you for playing!
I agree, some more ambient noise would be nice. I'll see what I can do.
Donations are appreciated, but you should save your money if you have anything else to spend it on! Development will continue regardless.
I came up with the idea of a possible interesting weapon, the possibility of installing a ship or tank cannon, it would be powerful enough to destroy enemies with 1 or 2 hits, but not so strong that it would demolish half of the city with 1 shot like a railgun, at most I think it could penetrate 2-3 houses, and it would be possible to it takes quite a long time to recharge, but I do not know how many seconds, because suddenly it turns out that in the reality of the game even 5 seconds is too long, but I think that a long recharge is important. I read other comments and there was an interesting idea there that would not give the player all the weapons at the beginning, if that's the case, then I think this gun could be given to the player before the railgun.
there may be a lot of logical errors here because I use a translator.
Question about the lore, I still don’t understand, is this crowler controlled remotely or is someone sitting in it?
THIS GAME IS FREAKING AWESOME
Cheers!
Dope ass game mang
Thanks bro
Gimme MOAR!
GIMME MOOOOOAAAAAAARRRRRRR!
Believe me, I want moar too
Yo! How about a mission that involves battling an invisible enemy tank and rescuing 2 government cyborg.
Maybe ;)
I started playing the game and saw this error, can you help me?
___________________________________________
############################################################################################
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 check the description of the game on the page.
Just wanna say the art aesthetic/style looks incredible!
Glad you like it!
This is some top-shelf shit. I can't wait for the full release and to see where this goes
Appreciate it!
Hey, made an account to comment.
I wanted to let you know that the game may have some weird issues with v-sync on AMD graphics cards, but there's a chance that my old 5700 XT Gaming OC is on its last legs (it's a famously temperamental card in the first place). On windows 11 24H2 and Adrenaline 25.2.1, dual monitor setup. I selected V-sync in the options and it immediately caused my graphics drivers to crash extremely hard (screen went black, attempted to recover with a bit of screen flicker multiple times, then fell back on APU display), to the point I had to reinstall them. Had to close the game manually once my display fell back on my APU so if there's some kind of error log, it didn't get created. Alternate sync didn't do the same, but caused some slowdown with my mouse so I continued on without either.
IF the issue is my 5700 XT, just ignore the whole above paragraph. May well be the case.
The game itself works perfectly fine. Lots of fun and I'll definitely be keeping track of this project. I don't know how extensive a feature list you're planning, but I personally would hope to see alternate leg types and some paint customization à la Armored Core. I also hope for a windowed mode option.
Hey, thanks for the report. Really sorry to hear that this game crashed your card to the degree that the drivers had to be reinstalled, that's a nightmare and quite surprising for me since the game should have really low system requirements.
The alternate v-sync method does add some smoothing to my mouse input as well, I'm not sure if I'm going to keep that option in (although some people manage to use it). I should note I'm using an old engine (Game Maker) so some compatibility problems could arise from newer cards trying to handle it. I've had a playtester try it with higher end Intel cards and it ran with no issues using both v-sync methods, though the alternate one used to speed the game up by 200% before patching. It may well be your 5700 XT failing, but there's nothing I can really do to confirm it on my end.
Thank you. I have a lot more gameplay features planned, but it'll take some time to thoroughly develop and implement them.
Soon! A proper options menu with rebinding and display settings will come, current one is a quick and dirty placeholder.
I like this game!
I like your name! Thanks for playing.
the game is really fun and i would love to see it on steam, when you will feel ready on features!
game at core really fun, you only need to add more maps, different enemies and more weapons / upgrades to keep the game flowing!
Cheers! Eventually, more variety is planned.
Hi MezzSoft, I found out about your game by chance on YouTube, and it's really great! Thank you for your hard work, and good luck with the development.
P.S. I used a translator. Greetings from Ukraine!
Hello. Thank you so much for your kind words and interest in my game, it means a lot!
Take care!
This is AMAZING! The game felt a little clunky at first but after a few hours it felt very fun to play. It'd be nice if enemy missile lock, low ammo, ammo empty (separate for side, main and aux. weapons), and enemy detection had audio queues though, found myself struggling to notice when those ran out. Is there any chance that a future build will have enemy distance notice (like the enemy arrows having a distance next to them)? It was a bit difficult to tell where enemies were in relation to the map when they were offscreen based off the radar.
This game has a lot of potential, I can't wait for the full release!
Cheers for playing! I'm glad you like it.
I've been reworking the in-game HUD slightly for better readability. Hopefully it'll be more noticeable next time around. Enemies firing missiles at the player should have a warning sound and indicator show up, I hope nothing glitched out.
I have some unused code that has the enemy arrow indicators around the reticule vary depending on their distance from the player. I could possibly put an option in the settings that lets you toggle between dynamic and static arrow indicators.
Thank you!
VERY cool stuff. Had a blast with the demo with Stages 3-5 taking the cake for me.
2 was the least enjoyable but still fun. I can easily imagine an Ace Combat/Armored Core type campaign with getting funds, buying new gear and perhaps mechs etc.
Will be keeping an eye out, keep it up mate, cheers!
Cheers for playing! Don't worry, stage 2 is getting a big overhaul both in level design and also the enemy behavior. I usually skip it myself, so I'm working on making it a lot more fun to play.
Of course! Eventually you'll be purchasing new weapons and upgrades after missions are completed.
Thanks mate!
pls help when i opened the exe file it shows up for a bit but then it automatically crashes i already intaled direct but still it keeps happening pls fix dis
What OS are you using and hardware? Does it show an error screen with debug info saying what caused the crash?
i havent seen an error it jus exited fast and idk where to find the error logs but the os i use it windows 10 and AMD A6-9500 RADEON R5, 8 COMPUTE CORES 2C+6G 3.50 GHz
Hm, this may be an issue with AMD cards. I'll look into it and see if I can find a fix, sorry about that.
I don't have a computer, so I really hope this game can be on the PS5. (இωஇ )
Maybe!
Hey MezzSoft
Very nice game you got here :)
Can you please confirm the request?
Thanks for the kind words!
Confirmed.
I'm getting a fatal error about 1 min into playing. Any ideas?
Processor 13th Gen Intel(R) Core(TM) i9-13900KS 3.20 GHz
Installed RAM 64.0 GB (63.8 GB usable)
Graphics 3090Ti
Edition Windows 11 Pro
OS build 22631.4890
Experience Windows Feature Experience Pack 1000.22700.1067.0
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object building_parent:
draw_sprite_ext argument 9 incorrect type (unknown) expecting a Number (YYGF)
at gml_Object_building_parent_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_building_parent_Draw_0 (line -1)
Thank you for the error report. This is a very unusual crash I've not seen before. It might be a compatibility issue with Windows 11; I'll see about compiling the game in a different way that might be more stable for it and your graphics card. Sorry again.
Is it possible you could try running it in compatibility mode set for W10 or W8?
I hope melee will be add in the game in the future
It will!
This game is just crazy, it makes me feel so good.
I look forward to semi end big boss like enemy
and other controllable unite less strong than the one we start in this demo.
Could be nice to begin with a title tank or light mobile armor unit, low gear.
Thanks for playing! Bosses are planned too.
Also, is there a Discord to join for this game?
Currently no. I think there's way too little content for one, plus the added pressure of having to maintain it would be too much. Maybe in the future.
Had to create an account to comment on this game. It is a masterpiece, easily a 15-20 dollar game. This game encapsulates you playing as the main character in an anime. Sound effects and overall game feel is perfect. I hope that this will be on steam soon and (you probably get a lot of this) maybe a co-op or multiplayer mode on game full release.
Thank you for playing! I'm glad you like the sound effects and game feel.
Multiplayer would definitely be a lot of fun with the various weapons and vehicles, but I don't have much experience programming network code in my engine. I'll probably need to recruit some additional programmers for assistance.
Great Game! I new I'd love when I first saw it.
A glitch I've been experiencing with the demo is that the aim-reticle doesn't wont to move at the same time as the mech. Note: I am using a touch pad on a laptop and not a mouse.
If I start moving while the reticle is stationary it will stick in place and wont move again until my mech stops. If the reticle is moving when I move the mech it will not stick, but if I stop for a moment it sticks.
The reticle will also jump and stick periodically while I'm moving, if it does move at all.
Thanks for playing!
That's a very strange glitch. Could you tell me which OS you're using and whether either of the v-sync modes were turned on?
I use windows and tried every combination of both v-sync modes. The v-sync mode did help a little.
game so good i literally had to log in just to comment,conviniently enough discover i already had an account which i forgot
that aside the game is super good and im literally ready to pay full price just to experience the full release
Thank you for playing! Appreciate the kind words too.
THIS IS PRETTY GOOD!
THIS IS PRETTY GOOD!
Thanks, thanks!
An absolute banger, using the mini guns or rail gun makes me feel like a god
Cheers!
Just finished the demo, getting an S in all of the 5 levels and... It's incredible, I really enjoyed and liked it, especially the sound effects.
Shooting with the vulcan or the railcannon hits me like crack.
I think the missiles should be a bit more impactful, I mostly only used the primary weapons and the grenades while playing. It can be just me too.
Anyway, it's was an awesome experience, can't wait for the full game.
Thanks for playing! Nice job S ranking all five of the missions too.
I'm working on some other secondary weapons aside from the missiles, hopefully they'll pack a bit more of a punch.
Cheers!
bro esta muy bueno el juego 10/10
Gracias por jugar!
Thanks Mezzsoft! I can't belive such massive update could come out so soon! Thank you angain, keep it up!
Hey, thanks for playing it again!
This demo was really really fun! Lots of potential with this. Stumbled on it on youtube and the sound FX for the base gun threw me back to some of the gun sounds for Battletanx when I was a kid! Loved playing through the missions, and the vulcan is nasty! Plus the smoke grenades are great!
I'll definitely be keeping an eye on this one. Fantastic vibes and to-the-point gameplay. I could easily see this as an arcade cabinet game with a leaderboard.
Cheers! Battletanx and Black on the PS2 were definitely influences on the sound design.
I'm working on implementing gamepad support, so an arcade cabinet version could exist in the future!
Okay, hearing that Battletanx was an influence on the sound design is really cool! I felt a little crazy connecting two dots together that shouldn't, but really cool to find out I got it right! :D
What's up Mezzsoft. I'm already a big fan of your work and I only found it yesterday. I haven't played it because I only have a laptop with no mouse, but I do have a bunch of ideas that just flooded in when I saw your game. I read some of the other players' suggestions and expanded on them too. Game concept and design is my hobby and I thought, since my head was getting too full of ideas to rely on rote memory, I should write some of it down and why not share it with you while I'm at it. I hope you don't mind, but if you like my ideas I've got a lot more, I just don't want to overwhelm you. Here is a link PDF copy and pasted onto google docs.
Thank you for the ideas; unfortunately it seems your Google doc is restricted.
It's opened now. Thanks!
I don't want to spoil too much, but a select few of these I've already had plans to implement for awhile now. Without being too specific, you can expect some of the features in section 3, 4.1, and 5!
Some of these you've come up with are very interesting - in particular having visible equipment strapped to the mech and the optical mast, but the scale is unfortunately quite small, so showing them in-game might be difficult. Instead of ammunition, I could see a pickup you need to return back to base with being visible on the rear of the turret though, that'd be cool to see.
I'm glad to see you read through it.
The optical mast idea would require upscaling the in game environment, so I knew it was a bit ahead of your current focus. Also it would only be extended/deployed if the top-down data feed was disrupted, including the backup drone feed. I thought it would mix up the game experience and function as a difficulty challenge for an interval of a mission. Then the top-down image would be restored.
As for grabbing supplies I was thinking of a little more animation detail, the mech grabs, it removes the contents storing them internally, and then discards the empty container.
That's completely fair. I'd like to have some additional animations for the player's mech, but it requires swapping out the entire sprite for each frame due to the drawing method. I'll still see what I can do to add those details though.
By the way — I know you said you only have a laptop touchpad, but the game should be pretty friendly to play even without a mouse. I've actually played it quite extensively with my own laptop's touchpad for testing.
Thoroughly enjoyed my time playing all the missions available.
Favourite weapon was the Vulcan by far, you really nailed the sound design!
I found it a bit jarring that the stationary turrents would move backwards on impact.
It made them feel disconnected from the world in my opinion.
I feel like the rail cannon should have a wider beam to make hitting multiple targets easier. I was struggling to rail multiple enemies even though it looked like it should of impacted.
Can't wait to purchase the full product on release :)
Got a crash on completing the first level for the first time, but can't recreate it. Also I feel it could do with a tutorial whenever you're getting closer to a bigger release.
Otherwise, this is really fun and I can't wait to see where you go with it
My apologies. Do you recall if there was an error message displayed before it closed?
Tutorial going over all the controls and systems is planned, thanks for playing!
There was, but I forget exactly what it said. Something about an error displaying something? Wish I could be more help with that
looks like brigador
Absolute cinema, will be waiting for the full release
Thank you for playing!