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(+1)

can you please add cheats?? i beg you soft

(+1)

Certainly! I think some old school cheats that you type in as codes would be fun.

(+1)

can someone tell me how they did the pixelation? the 3d-ish pixelation cs i really need it, game dev purposes

(+2)

It's all 2D done via sprite-stacking, there's no actual 3D models being drawn.

(+1)

One way of doing it is running the game in a low resolution and then upscaling it to your screen's own resolution. Something like 480x360 should do if you want that classic 4x3 aspect ratio. If you're using Godot, it's as simple as going to Project > Project Settings > Display > Window, adjusting the viewport height and width and enabling fullscreen. I would recommend setting stretch mode to Viewport, as well.

oddly enough, i am indeed using godot, big thanks bro

(+2)

thou art pray to GOD that this game will be fully realizes cs holy moly, i was planning to make a mech game and here this appear before me to guide me on my game dev journey, ITS SIMPLY AWESOME

(+2)

Thank you so much! I hope I can finish it too.

(+1)

Everything is great, but regular the railgun seem to be much better than other weapons, they have more damage, better penetration power and are less harmful to civilian infrastructure, the only level where it doesn't pass the first level is the second mission (with worms).

(+1)

Thanks for playing! Indeed the railgun is the most powerful weapon in the game right now. It'll be an end game weapon since it makes balancing hard.

(1 edit) (+1)

i have directx 12 but the compile thing still happens

(+1)

Did you try downloading and running the patch? It should reinstall it or update it to be compatible.

(+1)

Super ultra fun old school shoot em up, would love to see more features and gameplay! 

(+2)

Thank you! More to come.

(+1)

I was going to make a music video out of the game footage, accidentally composed a song about mobile armor running in the sand 😎 holy sheep it's exactly Landsword.

(1 edit) (+1)

Hey, this is like Gare: Sapphire Mechs

(+1)

Love the "Lake"Lake reserves

(+2)

It'll be renamed. I admit the current names on the map were pulled out of my ass in a rush, haha.

(+1)

NP, i just like seeing familiar stuff and pointing at it

(2 edits) (+1)

Great game i love the art style shame there arnt more levels

i also saw at the bottom that the name may change but i think the name now fits it but of  course its up to you the developer

(+1)

Thank you! I'm working on more levels right now.

It's probably too late to change the name, not that I could think of a better one anyway. For better or worse, Landsword is the name everyone knows.

(+1)

nice cant wait to play them and good luck on them

(1 edit)

More opportunities for sequels and spinoffs game names down the road - Project Seasword, Project Spacesword, Project Skysword, the mind reels! :-)

(+2)

my favorite game, amazing graphics, amazing gamepla, amazing lore. will buy when out! honestly level 2 is just right how it is making more clear that youre helping the government in all field not just military things, helping the upper class escape from the chemical horrors the lower classes have to deal with.  

That's high praise, thank you! The second mission will still get a redo since I think the edges are far too empty and it could use some additional things to destroy, but the overall garden concept won't be changed.

(1 edit) (+2)

Legit incredible, everything from the graphics to the gameplay. Will be buying the full game when it's out!

(+1)

Thank you!!

(+4)

HOLY FUCKING SHIT WHERE HAS THIS BEEN ALL MY LIFE THIS IS AMAZING ADD MORE GUNS PLEASE MORE MISSILES BIG BOOM DESTROY THE CITY 10000/10 BEST FUCKING GAME DEMO I HAVE EVER PLAYED BEST MECH GAME IN EXISTENCE EVEN BETTER THAN ARMORED CORE OR ASSAULT SUITS VALKEIN

(+1)

Thank you so much! I appreciate it, haha

(+2)

Very cool game, I want to see more missions and improvements for the mech, about the level with worms, it would be cool if instead of them there were bugs from the movie Starship Troopers, I think they would fit very well

(+1)

Cheers! More missions are coming. I'm afraid I cannot include soldier bugs from the Starship Troopers movie for that would be copyright infringement, but there will be other bug-like enemies.

(1 edit) (+3)(-1)

arguably the best top-down mecha shooter i've seen in quite a while

suggestions:

  • rework the railgun so that it penetrates based on how much you charge it
  • instead of using right click to fire rockets/missiles, add another keybind for that and use right click for different uses, like spinning up the vulcan and rotary cannons
  • add an energy shield of some sort
  • add boss fights every few missions
  • not sure if anyone wants this, but an endless mode where waves of enemies spawn, and beating a certain number of waves gives you rewards
  • add more mobility options
  • (edited later on) add some kind of melee weapon, preferably a single target one and a crowd control one

Thank you!

rework the railgun so that it penetrates based on how much you charge it

Technically it should work like that already, but it's not very noticeable admittedly. I might tweak it so lower charges more noticeably do less damage.

instead of using right click to fire rockets/missiles, add another keybind for that and use right click for different uses, like spinning up the vulcan and rotary cannons

I don't think that's really necessary honestly.

add an energy shield of some sort

ECM/APS systems aren't ready yet, but they'll basically act as shields.

add boss fights every few missions

This is planned.

not sure if anyone wants this, but an endless mode where waves of enemies spawn, and beating a certain number of waves gives you rewards

It's been requested before. I could see it working.

add more mobility options

Thinking about this. I'd like each one to be majorly different like the weapons.

add some kind of melee weapon, preferably a single target one and a crowd control one

I've been working on this one, it should be ready in the next build.

(+3)

ABSOLUTELY AMAZING

The gameplay is incredibly fun, the destruction is satisfying and the graphics just hit that spot for me, i really dig the pixelated yet detailed art style. I will absolutely buy the full game when it releases

(+3)

Thank you for playing and the kind words!

(+1)

I really enjoyed the demo. Looking forward to the final game.

(+1)

Cheers for playing! It'll be a while, thanks.

When I try to deploy in the first level this message pops up:

___________________________________________

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

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)

(+1)

There is advice at the bottom of the page to help with this:

"

Upon starting a mission, you may encounter an error screen that says a shader named shd_outline_old failed to compile. This error only occurs because your computer does not have DirectX9 or later, so please see if your DirectX driver is up to date or installed at all. You can download the driver patch directly from the Microsoft website. This will fix any shader compile errors if you are having them, and should work on any Windows version (including XP and Windows 7, 32 or 64 bit)

  • If you are having the same issue on a Linux emulator, please use Winetricks to install the DirectX patch and then try again.
  • A dedicated Linux build will also come eventually, but currently I do not have the ability to compile one."
Deleted 37 days ago
(1 edit) (+3)

top down shooters if they were good

cinema

etc.

some level music please (imagine if it depended on loadout like luftrausers thatd be awesome)

incredible work

(+1)

thanks

[gif image]

working on it, need to figure out a good and consistent tone with the music, will be pretty quiet for now

thank you again

(+2)

Stealth? Stealth!? STEALTH!!!???

THAT IS JUST NONSENSE IN THIS GAME!!! 

*Ahem* Well, at least I find it tricky. 

Collateral Damage is inevitable.

Will we get to see things like Tharsis, or Olympus Mons, Valles Marineris, or other places? Great work!

(+1)

I'll be introducing some new missions which will be a bit heavier on the stealth elements, haha. Right now there is indeed little reason to hide from enemies.

Will we get to see things like Tharsis, or Olympus Mons, Valles Marineris, or other places? Great work!

Possibly. For now the gameplay will be relegated to just Mars, but I could see a few missions or DLC taking place on Europa.

(+1)

The only reason I perform stealth is to get into position to bombard HVTs.

(+3)

Holy hell, for something that is just a demo build with not yet much in it, holy hell this is good.

Weapons feels punchy and on point, though some of them feel a bit unbalanced (though I wouldn't expect them to be yet). The mobility feels nice and intuitive, the interaction with the environment are just excellent, I can't express how impressed I am with all the tiny details of the environment and how the Mecha reacts to them. The way the point defense works against your own grenades is awesome. I wonder how much customisation options will be available later but it definitely feels nice. The menus ooze of style, the trail that is swept away by "wind" on the globe is a very nice touch

Do you have plans to add several bodies?

I am wondering what might be the choice of music because I am unsure what soundscape would fit the most, an Armored Core, Zone Of The Enders, Hawken, or Ghost In The Shell PS1 Tachikoma game soundtracks, feels like it's too dark and gritty and with the colour palette it almost would fit more an Ace Combat style soundtrack.

It was already pointed out but I will put it out there the minor negative points that I encountered: 

- The full screen option and windowed options are a little bit bugged and the game transitions to full screen even when windowed

- The AI sometimes can get stuck with their pathing

- Aiming at aerial units sometimes feels more like a guesswork, it works but I feel it weird sometimes, but maybe that's just me.

- This point is Uber Nitpicky: if the world map was actually a globe to go around this would be absolutely FIRE

Some ideas: 

- Weather factors that do not allow to use certain type of weapons equipment during missions, which can be a restriction

- You have civilian casualties but most of the weapons do not allow for surgical strikes, maybe it would be cool to have additional challenges that focus on limiting casualties with specific weapons that would have a very limited range?

Honestly, overall, phenomenal work I am really pumped to see how this is going to turn out!

All the best!

(+3)

Thank you for playing and giving feedback!

Do you have plans to add several bodies?

This is something I've been torn on, but most likely will end up adding as well as different turret pieces for armor. Ideally I'd like something sort of similar to the game Luftrausers where each part is completely unique and changes the gameplay, but it's a lot harder in this case since the game is top down. 

I am wondering what might be the choice of music because I am unsure what soundscape would fit the most, an Armored Core, Zone Of The Enders, Hawken, or Ghost In The Shell PS1 Tachikoma game soundtracks, feels like it's too dark and gritty and with the colour palette it almost would fit more an Ace Combat style soundtrack.

I've put together a few tracks inspired by soundtracks made by the great Kenji Kawai for GITS and Patlabor, but they're more fitting for cutscenes rather than the intense combat in-game. I think something similar to Ace Combat 3's music might work depending on the mission. I'll need to experiment a bit more.

- The full screen option and windowed options are a little bit bugged and the game transitions to full screen even when windowed

Sorry about that.  Options have been completely overhauled and the next build will have that fixed.

- The AI sometimes can get stuck with their pathing

This is sadly a very difficult problem to solve while keeping the game optimized, plus the sort of unorthodox way the levels are laid out. If things were in grids it'd be far easier to just have them generate a path to follow, but with all the strange placements of buildings objects they basically try to brute-force their way through them to get to their end coordinates. I've improved them somewhat using a breadcrumb system for chasing the player that I'll show off in the next devlog, but their regular pathfinding problem still needs to be fixed somehow...

- Aiming at aerial units sometimes feels more like a guesswork, it works but I feel it weird sometimes, but maybe that's just me.

I realize it's not clear without a tutorial, but if you keep your reticule directly over them your bullets will fly "upward" over buildings to hit them.

- This point is Uber Nitpicky: if the world map was actually a globe to go around this would be absolutely FIRE

That'd be awesome, but very difficult to do in my engine sadly. I might look into shaders to see if I can maybe at least add a tilt or warping effect around the screen edges to make things feel more 3D.

- Weather factors that do not allow to use certain type of weapons equipment during missions, which can be a restriction

Good idea!

- You have civilian casualties but most of the weapons do not allow for surgical strikes, maybe it would be cool to have additional challenges that focus on limiting casualties with specific weapons that would have a very limited range?

I don't want to punish the player too hard for collateral damage, but I could see a few missions where you're actively told to avoid blowing up certain targets.

Honestly, overall, phenomenal work I am really pumped to see how this is going to turn out!

Thank you so much!

(+3)

I cast, RAILGUN!
Amazing game, but the canister shot is a weird one, and sometimes I find missile and grenade share too similar a role as backup to main gun. 

(+1)

Cheers. I've been designing some new secondary weapons that'll behave a bit differently than the rockets and missiles - stuff like turrets and landmines will be an option instead.

(+1)

On a sidenote, concerning railguns. I finally figured out the issue I have with them 

Of all the main weapons, there are only two that can reliably shoot through building (have a one-sided shootup): Railgun and Vulcan. 
However, Vulcan still require a continuous 'exposure' time, meaning that you are still prone to return fire after shredding through 5 house to get the tank on the next side of the block. 

Railguns don't have that problem. While it's low fire rate and charge up can balance it as a sniper weapon, the fact that half-charge shots still reliably deletes smaller tanks means it's just as effective when being rushed. 

The final point I would like to make is that it pushes the niche of grenade: dealing damage without line of fire. 


There are multiple possible solutions to it, here are my two cents: 

1.Damage Dropoff after penetration. Says what it does on the tin, it would also probably influence vulcan as well, and shunt the game to a more direct shootup style. 

2.Slot the railgun with grenades because they share the same niche 

3.Incredibly dense ball of erratic hovercraft that clumps too wide for the railgun to catch them all (?)

4.Take a note out of the linear rifles of Armored Core 6 and make the railgun only perform railgun behaviour at full charge: under charged shots doesn't penetrate buildings and won't increase damage with charge, functioning like a toned down autocannon. 

Sincerely and open to refute and discussion

(1 edit) (+1)

That's a very in-depth assessment, thank you. I'll keep it in mind as I tweak and add new weapons. The railgun will most likely be an end-game special weapon since it's so excessively powerful. The same goes for the Vulcan.

(+2)

AMAZING GAME, Hope new update is soon... u are making a VERY GOOD job, it even works on my laptop (wich is from 2011) so, pretty good opti u got there. Keep it up! I hope this game continues to develop as well as it has so far :)

(+2)

Thanks for playing! I'm happy to hear you can run it on a laptop that old, I'm developing it on one that's also from 2011!

Hope new update is soon... 

A progress report showing some new things will be going up very soon, I'm just waiting for a few things to be finalized. Stay tuned!

Well, thats good to know! I'll be waiting for the Update. If theres a YT Chanell or somewhere more to see the work in progress i'll be glad to know.

Wow, this game completely blew me out of the water! the combat and sounds are super satisfying and I ended up replaying levels multiple times just to get a better score, super fun. Thanks for making it! do you have any plans with developing a storyline for the full game?  

Thank you for playing! I do have plans to have an actual story in the game aside from just the intel sections on the overworld map.

(+2)

I experienced a spontaneous crash in the middle of mission 5 of the demo.
Executable: `Project Landsword Demo Build V.0.7.1.exe`
Error message:
```

___________________________________________

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

FATAL ERROR in

action number 1

of Alarm Event for alarm 0

for object o_grenade_linear:

Variable <unknown_object>.sprite_index(24, -2147483648) not set before reading it.

at gml_Object_o_grenade_linear_Alarm_0

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

--------------------------------------------------------------------------------------------

stack frame is

gml_Object_o_grenade_linear_Alarm_0 (line -1)

```
(+2)

Hey, sorry about that! I recently encountered that error too and the next build will have it patched. It happens very rarely when a building object is destroyed and the grenade's reticule is still over it. It basically fails to locate the object that it was hovering over. I've rewritten the grenades since this build to use a completely different method of detection which fixes it.

(+4)

really fun but maybe have a option to go to the hanger from the menu

(+4)

Good idea, I'll see if I can add that to the options.

(+1)

So far solid 9/10, only -1 because of some funky intersecting behavior between landsword and borderless gaming.

(+1)

Sorry about that, next build will have additional display options that'll hopefully fix that.

(+2)

this is really cool can't wait to see more

(+2)

Cheers! More to come.

(+4)

Wonderful game, sound design, and gameplay! Keep up the great work! :D

(+2)

Thank you kindly!

(+3)

😊👍
(+2)

Thank you for playing and making a video! <3

(+3)

I really enjoy this demo and would love to play a more flushed out version of the game. I think simply having more levels and weapons to play with, along with additional enemy variety would be enough to justify an 8-10 dollar purchase. Ideally I'd like to see the ability to customize the Landsword. When moving through the cityscape, it can be challenging to see the Landsword and differentiate it from the opponents. I'm mildly colorblind as well, so having a high contrast mode would be helpful too. Controller support would be a nice addition as well. A broader audience for the game and making it functional on a handheld device are good reasons for that work to be done. 

The Sound effects are very satisfying and explosions are loads of fun. Keep up the good work, I'll keep an eye on this one. :)

im not colorblind, but I second the high contrast mode, that'd be a great way to make it more accessible to people!

(+2)

Thanks for playing and the feedback! Pretty much all of those features are planned, and I've been working on improving the readability a bit further along with adding a lot of requested accessibility settings such as different cursors, switching indicator arrow positions, and an aim assist line. Controller support is also coming, I'm in the process of rewriting menu code for navigation.

The Sound effects are very satisfying and explosions are loads of fun. Keep up the good work, I'll keep an eye on this one. :)

Thanks again!

(-1)

The game is already compatible with hundreds of controllers, if you pair it with JoyToKey. There's a special version of JoyToKey you can download at conflexgames.com

(+1)

Game goes hard and is hard. I love the style, art, and game play! Thank you so much!

Thank you for playing!

(1 edit) (+1)

The game is really cool, someone know if we can change the commands if we want to play in AZERTY  

Next build will have full key rebinding in the settings, I apologize that at the moment there is only WASD and arrow key controls.

FYI - ESDF works for both US & french keyboards!

(+2)

oohhhh, the game looks so awesome is there going to be more options of mechas we can use in the future? like some variants or different models?

(+1)

I think in other replies Mezzsoft mentioned they werent going to make different main mechs, but there might be different armor and engines, since theres two whole customization slots for those two things, which may change the appearance of the Crawler a bit, just a guess though!

thats cool to hear, it would be nice if the mech changed visuals depending on what weapon hes using, it might do that already but i cant notice, i really loved the game so far and cant wait for more, im hoping to see civilians or ground troops in the future, since we have horse-like martian aliens in the last mission

Eventually! I'd like it to change visually too.

oh yea also, it would be cool if we could make our own pilot portraits, but i dont know if that would be too much work 

(+2)

Love your game! the music and the level designs remind me of old great animes of the 90s like Macross Plus and an even older Gall Force!
Great job! Please keep going!

Cheers! I'm glad it reminds you of those classics.

(+2)

Absolute cinema!

Thank you!

(+2)

Great game!

(+1)

Thanks!

(+1)

woah dude, like this is insane! can you tell us about the design process? i am trying to design mechs/armors like these but i could never manage it. i'd really appretiate it.and again great work!

(+2)

Thank you for playing. I don't really have a specific process for designing things. Try to look at lots of real life military vehicles and break down their shapes and features. It's just something you learn with time, sorry.

(+2)

Hey so this is awesome do you have a patreon or discord? 

(+1)

Thank you for playing. Sorry, no Discord yet (not enough content). A Patreon isn't really necessary since there's already an option to donate on the page.

(+2)

Just wanted to say this is a gem of a game and I cant wait to see the progress it makes!

(+1)

Thank you!

(+2)

mech! very nice!

(+1)

<3

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