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(3 edits) (+3)

The following feedback has been translated by the software and may be a little wrong:

I love your game, and I think he has a lot of potential. You can cram so much content into such a small volume, and I think the final version is pretty well optimized.

I also like the theme of the game, which reminds me of some Japanese anime of the end of the last century, such as mobile police and Gundam, you named the game Land Sword, the background is the world map, I also like it. No more nonsense, I hope to update these in the future

1 Use smoke bombs to block roads, block enemy views and radar guidance (flat), but helicopters can bypass the shelter at high altitude (three-dimensional). If the player is not hiding behind the smoke (enemy/smoke/me), but is completely in the smoke (smoke/me/smoke) (I put so many parentheses because I am worried that the translation software is not translating correctly), the helicopter will not be able to detect it, but after a certain reaction time it will bomb indiscriminately into the smoke and inform friendly forces to fire together).

2. I like having a pretty teammate and a cool boss. It is best to be a girl full of vitality, blonde short hair, cheerful sunshine, decisive action with no delay.

3 I want to see some civilian and entertainment, business, political news that makes me feel like this is a living world. In particular, I want to know what the residents think of the way we've broken the city, and will they thank me if I protect it? What if I don't care about the collateral damage and destroy the city? Would you let the player see them cry, numb and displaced, make the protagonist fall silent, torture the morality of the player? How do different characters react because of their origins, personalities, experiences, and positions? And the worms that can destroy houses and punch through armor, are ordinary people afraid of them? Is it possible that these fearsome worms have instead made a remarkable contribution to the food industry?

4 Science fiction games should have science fiction UI, or HUD. It is recommended to put enemy markers around the tank. I can't look at the little map box in the upper right corner while watching the tank move.

In addition, I am relatively poor, can only donate 5 dollars, I wish you a smooth game development, early success.

Hello. Thank you for playing! I will try my best to answer your questions.

I love your game, and I think he has a lot of potential. You can cram so much content into such a small volume, and I think the final version is pretty well optimized.

Thank you! A lot more content is planned.

I also like the theme of the game, which reminds me of some Japanese anime of the end of the last century, such as mobile police and Gundam, you named the game Land Sword, the background is the world map, I also like it. No more nonsense, I hope to update these in the future

I'm glad you like it. 1990s anime such as Mobile Police Patlabor and Ghost in the Shell were both big influences on the visual design. I hope to make something that is reminiscent of that era while still creating its own distinct identity. I try not to reference them too much in order to retain the uniqueness.

1 Use smoke bombs to block roads, block enemy views and radar guidance (flat), but helicopters can bypass the shelter at high altitude (three-dimensional). If the player is not hiding behind the smoke (enemy/smoke/me), but is completely in the smoke (smoke/me/smoke) (I put so many parentheses because I am worried that the translation software is not translating correctly), the helicopter will not be able to detect it, but after a certain reaction time it will bomb indiscriminately into the smoke and inform friendly forces to fire together).

I think I understand what you mean. Right now the helicopters stop in the air when they encounter smoke grenades (they probably shouldn't do that), and also the player is unable to hide from the helicopters by staying inside the smoke. I need to improve their behavior so you can do that. I hope I understood correctly what you meant, the translation gets a bit vague.

3 I want to see some civilian and entertainment, business, political news that makes me feel like this is a living world. In particular, I want to know what the residents think of the way we've broken the city, and will they thank me if I protect it? What if I don't care about the collateral damage and destroy the city? Would you let the player see them cry, numb and displaced, make the protagonist fall silent, torture the morality of the player? How do different characters react because of their origins, personalities, experiences, and positions?

This has all been planned for a long time, I'm glad you want to see these things. I don't want to give away too much, but things like news reports, intel logs containing lore, cutscenes, general character intercations, and lots of other exploration of the setting will be in the final game. Right now there isn't much to see in the demo except for the brief mission descriptions, but I promise I'm trying to expand on these things.

And the worms that can destroy houses and punch through armor, are ordinary people afraid of them? Is it possible that these fearsome worms have instead made a remarkable contribution to the food industry?

Some of them have been domesticated and bred for food like cattle! They're actually not bugs or worms, but instead highly mutated crustaceans. The wild ones are quite a pest and the player takes the role of an exterminator. There will be many more organic enemies to fight in addition to the human targets (tanks, mechs) too.

4 Science fiction games should have science fiction UI, or HUD. It is recommended to put enemy markers around the tank. I can't look at the little map box in the upper right corner while watching the tank move.

Understood. There will be an option to change the enemy marker/arrows to be around the player's tank instead of the aiming reticule.

In addition, I am relatively poor, can only donate 5 dollars, I wish you a smooth game development, early success.

Five dollars is a big donation! Thank you so much for the support and kind words.

Super, super cool, reminds me of a cross between Brigador, Ghost in the Shell, and some of the Wii games I use to play as a kid. Already a massive fan.

Cheers!

(+1)

我真的很喜欢这个游戏的 UI 设计;艺术风格非常讨喜,音效也非常出色。我想知道这个游戏的 Steam 页面什么时候可用?

谢谢你玩我的游戏Steam页面即将推出,也许两个月留意一下.

(+2)

Very very nice game, imo this game could definitely use a custom map maker in the future to allow players to make maps and increase variety.

It's a tricky thing to program in my engine, but not impossible. Would definitely like to see people's custom map designs.

(+3)

Hey, with that youtube video getting 150k views and potentially more I would highly suggest making a steam page just to get wishlists going. Even if you do not plan to upload a demo build to steam any time soon I think you don't want to miss out on the spike of interest. There are a lot of projects with the "coming soon" label on steam so there is no shame in doing that!

The game looks great, good luck with the project!

Thank you for the kind words and support!

Indeed that video has been gaining a lot of traction. A Steam page would be nice, but I'd like the game to be just a little bit more developed before I put it up. It should be coming soon, though.

This is so cool gives me real Nostalgic vibes Plzzzz tell me you'll add controller support to the full release!?

Thanks for playing! I'm working on implementing gamepad support right now, actually.

I thoroughly enjoyed the game and am looking forward to the full project.

I like the enemy variety both biological and mechanical. I also particularly enjoy that you included a collateral damage aspect that accounts for your precision or lack thereof. I think the various damage types that you deal and receive are also neat- Tank feel punishing if you don't stay mobile.


I thoughts regarding potential armaments:

Primary Weapon:

A Main Battle Tank type gun: 120-125mm Munitions with Low to Medium Sized Magazine Capacity. Fire Rate: Medium to Slow. Damage: Medium to High. Knock Back Low to Medium. Penetration: High

A Direct Energy Weapon/"Beam": Battery-Based; could be tied to an overheat mechanic. Maybe Three-Four Batteries in Magazine. Fire Rate High/"Continuous". Damage: Low to Medium. Knockback: Medium: Penetration: Very High.

Secondary Weapon:

A Multiple Missile Launch option: This option has the missiles follow an arched ballistic trajectory, similar to the grenades- as another way to go over buildings instead of through or around them. There can be a High Explosive Unitary Warhead option or a Cluster Munition option. 

I have seen some other suggest Mortars; I think Mortars or Artillery (Cannon-based) are good options as well. Taking the same concept as mentioned in the Multiple Missile Launch Option- Think Mortars and Artillery can be implemented in the same way. The difference being Mortars have less range, more fragmentation/damage to soft targets vs Artillery having greater range and some damage on armored targets. 

An Anti-Air Option: A dedicated guided surface to air missile might be interesting based on potential future missions or play styles

Grenades:

A Thermobaric Option: Explosive  with High Knockback, less damage than standard HE against armored targets but very effective against soft and light armored targets.

Scatterable Mines: A grenade that scatters mines similar to the smoke grenade currently functions 

An EMP Option: Mechanically functions as a "stun" grenade but allows for better positioning for less collateral damage

Fun Option- Something similar to the M58 mine-clearing line charge (MICLIC).  

Thank you for playing! I'm glad you liked the enemy variety.

A Main Battle Tank type gun: 120-125mm Munitions with Low to Medium Sized Magazine Capacity. Fire Rate: Medium to Slow. Damage: Medium to High. Knock Back Low to Medium. Penetration: High

This has been requested before, it would definitely be a nice mid-range weapon.

A Direct Energy Weapon/"Beam": Battery-Based; could be tied to an overheat mechanic. Maybe Three-Four Batteries in Magazine. Fire Rate High/"Continuous". Damage: Low to Medium. Knockback: Medium: Penetration: Very High

I've actually experimented with a beam weapon system, but it didn't feel very fun to use. I'll try making one again at some point.

A Multiple Missile Launch option: This option has the missiles follow an arched ballistic trajectory, similar to the grenades- as another way to go over buildings instead of through or around them. There can be a High Explosive Unitary Warhead option or a Cluster Munition option. 

This would be pretty fun and visually striking, it's on the to-do-list.

Scatterable Mines: A grenade that scatters mines similar to the smoke grenade currently functions 

Cool concept! Could be useful.

Fun Option- Something similar to the M58 mine-clearing line charge (MICLIC). 

This one would also be a ton of fun, but I'd need to figure out how to do verlet physics to make it look good. It would be pretty overpowered like the railgun, but too much fun not to include

Thanks for the response! I appreciate you taking the time to consider my thoughts and everyone else's. I have full faith the final game will be great!

(1 edit)

It's a fun game, although there are some moments on optimization(random freezes) on my laptop(r7 7735hs, rtx4050m, 24gb ddr5). But this is an early version, and it's free, so there's nothing to complain about

Sorry about the freezing. I think it must be some compatibility issue with newer cards. I'll look into fixing the problem.

(+1)

Almost definitely compatibility and not optimisation, currently playing on a 2-3 year old midrange laptop and getting fantastic performance.

(+1)

Hello. I am a game publisher. I saw your game and thought it was very good. So I want to communicate with you and talk about the possibility of cooperation in the future. Besides the PC platform, we will also help you release the game on the mobile and NS platforms In addition to the normal publicity and distribution work, we also have our own teams for art, localization, video, etc. Looking forward to your reply.

(5 edits) (+2)

Hi, thank you for the game, this is a great game.

I know this is still just a demo, but I have some suggestion, if you don't mind:

1. Changing the Grenade launcher to middle mouse button. X is rather awkward position in intense situation. And it's even better if you hold the button to aim the grenade and release to launch. For thermal/smoke, how long you press the grenade button determine how spread out the thermal/smoke is.

2. Weapons variety is pretty much non-existent other than for autocannon, railgun, smartgun. The rest is basically just the inferior version of autocannon (and smartgun is just autocannon with aimbot). I beat the entire game with just autocannon btw.

3. Make it so items show up in radar even when out of range (by yellow arrow). And perhaps make it indestructible..

(+1)

4. Add the possibility to AZERTY keyboard users to move with ZSQD keys. Great find this game tho.

Will see what I can do, thanks for the suggestion!

(9 edits) (+1)

I use DS4Windows to play with my PS5 controller. Users need to go with a Right stick "sensitivity" of about 0.66 - 0.7 and it becomes fine to play with. An invisible circle area around the center of the screen is created and the mouse can't go farrest, returning to the center automaticaly if i don't touch the joystick. But I can't see very far because of this limit.

Thank you for playing and the kind words!

1. Changing the Grenade launcher to middle mouse button. X is rather awkward position in intense situation. And it's even better if you hold the button to aim the grenade and release to launch. For thermal/smoke, how long you press the grenade button determine how spread out the thermal/smoke is.

There will be control rebinding so you can change the key, and also have a few different modes for how the grenade works like automatically launching when you release the key.

2. Weapons variety is pretty much non-existent other than for autocannon, railgun, smartgun. The rest is basically just the inferior version of autocannon (and smartgun is just autocannon with aimbot). I beat the entire game with just autocannon btw.

More variety with the weapons is planned. I think you should be able to finish a mission with any of the weapons, no matter how weak.

3. Make it so items show up in radar even when out of range (by yellow arrow). And perhaps make it indestructible..

Noted. Ammunition will remain destructible though.

(1 edit)

Thank you for the reply!

What I mean by non-existent weapon variation is that not it doesn't have enough. But rather all weapon behaves very similar. That's why I said every weapon is like autocannon. Their stats and method to use is not different enough to warrant player using different weapon. Like vulcan and gatling is basically the same weapon, only different in minor stats... even both of them are quite similar to autocannon, just with windup in the beginning. Smartgun is also like autocannon, but at least it different enough in the way you aim the gun and how it homes to the enemies.

(+1)

Very fun game, looking forward to a full release!

Thanks for playing!

(+1)

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.

Also, maybe the explosion sfx could use a bit more variety, since we will be hearing it *a lot*. 

Agreed!

(+1)

Sick game! Was this at least partially inspired by armored core?

(+1)

Cheers! Maybe vaguely, but AC wasn't a very big influence to be honest.

(+2)

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

(+1)

Thanks for playing and the ideas!

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.

pls keep going and dont give up <3

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

(2 edits)

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!

it would be cool to see more sounds in the game, for example in the environment

I agree, some more ambient noise would be nice. I'll see what I can do.

I want to send him money, but I’m a beggar :(

Donations are appreciated, but you should save your money if you have anything else to spend it on! Development will continue regardless.

(1 edit) (+1)

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.

(+1)

Just wanna say the art aesthetic/style looks incredible!

Glad you like it!

(+1)

This is some top-shelf shit. I can't wait for the full release and to see where this goes 

Appreciate it!

(+1)

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.

(+1)

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.

(+2)

I like this game!

I like your name! Thanks for playing.

(+1)

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!

(+1)

Cheers! Eventually, more variety is planned.

(+5)

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!

(2 edits) (+2)(-1)

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!

(+1)

Cheers for playing! I'm glad you like it.

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!

Thank you!

(+2)

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!

(+1)

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!

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

(1 edit)

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!

(1 edit)

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)

(1 edit)

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!

(+1)

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.

(+1)

Thanks for playing! Bosses are planned too.

Also, is there a Discord to join for this game?

(+1)

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.

(+1)

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.

(+2)

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.

(+2)

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.

(+2)

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.

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