Progress Report - Masers, Teams, Crabs, Technical Manual
Happy new year, everyone!
I had wanted to get this progress report out much sooner, but certain things required more time to develop. Let's get right into what's been worked on the past few months...
Maser beam

I’ve always loved the look of the maser tanks in the old Godzilla films, the big satellite dish that shoots concentrated lightning is just iconic. In the world of Landsword, maser weapons would be mostly useless in conventional combat since they're so close-range, but they're perfect for pest control since they minimize collateral damage by not using soil-contaminating depleted uranium rounds or blinding lasers.

JGSDF maser tanks featured in Godzilla vs. Destoroyah (1995)
I imagine the origin of this weapon would actually be for combat engineering, its purpose being to electrify and detonate minefields or explosives for convoys to safely cross, sort of like how in Godzilla films the maser tanks were originally intended to intercept ICBMs.

Flash-frying tanks
It differs from the thermal projector and the laser in that it automatically snaps to targets and has a much shorter range. While it isn’t as powerful or broadly useful as the laser, it has a very different feel in use, and I think it’s a lot of fun. This is the eleventh weapon out of what will be a total of fifteen different primary weapons. I want to keep each of these weapons as unique feeling as possible even if some are obviously better than others. I’m still looking for concepts for the final four, so I’d love to hear any suggestions.

Team system
On the previous post, I showed how enemies were rewritten to use a new system of node based A* pathfinding, along with the implementation of steering behavior for better obstacle avoidance. Something else that I wanted to rewrite was how they select and search for targets. Currently in the demo they simply do a radius and angle check solely for the player, but having things like remote drones, turrets, or allied units to fight alongside us means we can't have enemies searching just for the player.

The solution to this problem is relatively easy though. We simply assign every enemy object a team variable with a number set, have them do a radius check, then return the IDs of all the objects found, and finally compare if the numbers on each ID are equal to their own. If they're not and the object is visible to them, then that object is set as their target. Simple and very optimized.

(Detection radius shrunk for demonstration)
Now, I started on this originally so enemies could change targets to other things belonging to the player (spider bombs do this right now by brute force overriding their target coordinates and setting their movement speed to negative) but with this team system we can actually have different factions of enemies fight each other on the battlefield:

I guess tanks really are better than mechs after all, huh?
This of course means it's possible to have allied units fighting beside you. It'd definitely be cool to see a few missions where reinforcements are sent in to support you during combat, and while testing I found that we can even have helicopters carry in friendly units after I accidentally set the wrong team for the transports that command centers call in.
Speaking of friendly units —
Auto-turrets

These things are hilariously overpowered and nonsensical, but they're just so much fun to use. You can put down a dozen of them on the spot and watch as literal thousands of bullets are mercilessly focused on one target.

You can push them around to different areas once you deploy them.
I'll have to probably keep these unavailable until the last few missions in the game since I think they break the balance of combat too much, but they're easily the best secondary weapon you can have.

A massacre.
Creature Feature
At the moment, the only combat in the game that doesn't involve fighting human targets is the second mission where you de-exist waves of incoming chemical grubs. I've stated before that there will be other organic enemies to fight aside from the grubs repeatedly, so I figured now's about time to start work on them, as I've become a little burnt out in trying to create new levels and missions. It might sound surprising, but the most enduring challenge I've had developing this game so far has just been designing new stages and making sure they're not repetitive, both visually with assets and the actual layout of levels. It's a constant struggle, despite me being able to figure out almost everything else.

Chemical grubs are very simple in terms of their animation. It's just stretching and squashing their x and y image scale by tying it to their speed with a touch of randomization. They're basically the perfect dumb homing enemy to battle hordes of, but aside from sometimes becoming overwhelming in numbers, they're not really anything difficult or interesting to fight. It also doesn't help that the level they're in right now is still a placeholder and not particularly fun to fight in.
I think we all want to see something better. Something with actual legs and inverse kinematics firing on screen.
Leg movement
The motion of an eight legged creature such as a spider looks rather complex at a glance, but really the eight legs are just divided into two pairs which alternate back and forth to pull the body forward. This brief video from 16 years ago is still incredibly helpful for understanding how to animate a creature like this, and it does become quite simple once you see how they're broken up into pairs.

Now, this initial test already feels quite natural, but you'll notice that the legs aren't really adjusting to the body rotating. It can't walk sideways, backwards, or rotate to face something else while moving in the same direction. It's basic canned motion using lines and points that face one way, with a vertical y offset on the knees to look more 3D.
For gameplay purposes, we'll need something that's a lot more dynamic and responsive to changes in movement and direction, such as getting hit by bullets or being able to turn on the spot to face the player. We also need something that can be modified on the fly to adapt to different numbers of legs — after all, what's the point of having a creature with multiple legs if you can't shoot them off?
Creature maker

Just like Spore.
I figured since there will be more than one kind of walking enemy in the game, it's best to just make a tool to create and modify legged enemies in realtime. You'll note that now the body can rotate to face the cursor, and the legs will adjust dynamically even when moving in place. It may seem minor on the surface, but it adds a lot to making the motion feel more believable.
Since we simply split the walk cycle of the legs into an alternating pair, we can have basically any number of legs on the creature and have it look pretty realistic. We can also change how grouped together the legs are, the direction of how they spread apart, and how far they extend to meet a step. This is without any additional effects like smoothing the position or adding extra movement to the body.

Five legs also look pretty nice.

Eight legged movement
This last one is a bit closer to what I envisioned in my head. We can put some feet on the creature by just drawing a sprite at the end of each leg's coordinates.
Right now these loose collections of circles and lines aren't much to look at when idle, so let's give it some textures and juice up the movement a bit more...
Mega Crustacean
He's actually very friendly...
Now we're getting somewhere. The difference between raw programmer art and a finished/textured enemy can be huge sometimes. It's like making a robot endoskeleton and then putting skin over it.
I'll probably adjust the colors and shape of the sprite a bit further, but I've always loved the look of coconut crabs and the massive Japanese spider crab. Coconut crabs in particular are especially vicious to wildlife when they haven't eaten for awhile, and can apparently detect the faintest scent of blood from over a mile away. They're sometimes referred to as "robber crabs" as well due to their tendency to steal items away from humans, likely due to smelling traces of food on them.

Birgus latro (Coconut crab)
I've had this photo of someone who brought a giant Japanese spider crab to a Legoland city set saved to my reference folder for several years now. I've always wanted to have something similar to this in the game, it's just such a strong visual I think. A lot of the environments, scale, and layout of the actual missions in the game were also inspired by looking at tabletop dioramas of cities. I'll go more into depth on that another time...
Oversized antagonist crustacean
I'd like to imagine that these overgrown hybrids on Mars build nests out of concrete, scrap metal, and vehicles that they scavenge from human habitats that are nearby. Their existence probably keeps the rent prices pretty low since you never know when a piece of your house could get stolen away in the middle of the night. I've got a fun lore reason for why these and other very hostile creatures such as grubs exist, but I don't want to give it away yet. I think I've come up with an interesting twist on the giant bug trope that while admittedly absurd, will feel oddly believable.
Stationary rotation to face target position
For readability purposes, I made their grabbing claws black tipped like that of stone crabs, and their legs each have little pincers as feet for additional visual flair.
I do wish it would be possible to give the legs individual outlines so the merging effect would be less noticeable, but doing so would require resetting and calling the outline shader each time for every leg, which would be very bad for performance. The good thing is when it's in motion during gameplay it's mostly invisible.
Let's see how they look so far in game...
The perfect enemy for the maser.
I noticed after recording that the claws on their feet lag behind the legs due to accidentally drawing them before the final position is calculated. I've since fixed it, though I wish I saw it sooner before recording most of this footage.
Crab Rangoon made easy
Legs and claws can be shot off by bullets or blown straight off by explosions. Since the gait system is adaptable, we can have them walk around with random legs missing and still have it look pretty decent:

Randomized shambling
This one's mad
We can even add some randomization to their gaits. When they lose a leg, they get additional variable tweaks such as step size and leg spread being offset, so each one has a slightly different personality with its movement.
I'm sure some of you are wondering — does this mean we'll get to see enemy walkers that actually walk around the level?
I've already begun working on a few concepts for mech enemies that will reuse the creature tech, since fighting actual walkers would be a nice contrast to the normal wheeled crawler units in the game already.
It's like that scene in Akira where the Tokyo police all open fire at the guy on the ground.
As shown earlier, since all the enemies now run on a team system, we can have allied crawler units or even neutral units that fight other factions and the player. If we wanted, we could even set the team of the crabs to be on the player's. Maybe eventually there'll be a mission like in Half Life 2 where you use ant lions to attack the Combine, who knows...
Technical Manual
Right now the game lacks any form of tutorial. It's sort of a trial by fire where we throw people into the first level and have them figure it out on their own, but I've noticed some people never use the overdrive or grenade function so I figured it's time we add some kind of guide for new players. There were many different directions I considered for the tutorial of the game. I thought about sending the player into a VR simulation where you go over all the different systems one by one, a live-fire training range with the other crewmembers at your base, or even a flashback sequence before all the conflict on Mars. However, I realized all of them would probably drag on and likely reduce the thrill of combat in the game if everything is controlled and constantly pauses for you to click through text prompts explaining everything.
I decided instead I wanted to take a very different direction, and figured out a way I could tie the game's lore in and have a cool in-universe sort of explanation for how everything works.
Enter, the operator's manual for the M97 Maneuver Crawler:
(Work in progress)
Now, I know to newcomers some of this is going to be pretty incomprehensible, especially once I draw additional illustrations showing the cockpit of the crawler and diagrams of some instrument panels, but I think to those of you who've played the demo all the way through, everything shown here should make complete sense. From what I’ve seen, most players get a handle on the controls and gameplay within just a few minutes, so I’m not too worried about every system being immediately obvious. I think it'll be more fun and overall interesting to just flip through this fictional TM and soak in each page for yourself rather than being told "Press LMB to fire your primary weapon."
Page effect
In case people are wondering, this 3D page effect actually uses no shaders, and no 3D models.
Essentially, each page is its own sprite which is 472 pixels wide and 523 pixels tall. I divide the pages into vertical strips that are each 3 pixels wide (I can adjust the resolution to be lower or higher) in a for() loop and then draw them as a horizontal sequence with draw_sprite_general, rotating each strip 180 degrees to the other side of the page with a delay.
Page flipping motion
If you imagine every pixel of this flipping line to be a vertical strip, that's basically what's happening above with a few additional effects. Since we can rotate the strips using draw_sprite_general, I also implemented a horizontal twist to them relative to how far they are from the center of the screen, and have a gradient by tying the lightness of each strip to how high they curve upward. I still want to make the actual book and pages appear much thicker than they are currently since it still looks pretty flat, but that's something for later. Also I know there's more optimized methods to achieve a book effect by using a shader or vertex buffers in Game Maker, but since it'll never be present in the actual combat section of the game it's not really necessary to do it with a faster method.
I have other plans for this book tech elsewhere in the game besides this tutorial section, but I don't want to spoil too much yet. I promise it'll be equally as cool as the manual though.
Other miscellaneous additions
Airstrikes
These can be pretty OP so I'll have to limit the amount that a player can carry to around four or five markers, but they're extremely useful for clearing out whole neighborhoods that are blocking your path. The smoke marker is a work in progress also.
Certain enemies will be able to call these on your position if they see you too, so you've only got a few moments to escape before you're hit by a salvo of ALCMs.
Pseudo 3D arcs on overworld map
A very minor effect, but something I've wanted to add since the map was implemented. The overworld map icons and the general system that missions use will be overhauled very soon.
Smoothbore cannon muzzle blast
Conclusion
This concludes the first quarterly(?) progress report of 2026. I'm sorry to the people who were hoping for a new build this time around. As you can see, development is still ongoing, and while I do really want to put out a new build for everyone to play, I just feel there hasn't been enough changes implemented yet. I hope you all understand, and thank you for your continued interest and support.
As an end to this post, here's one of the shots of the intro sequence I've been quietly working on:

This shot is going to be on screen for roughly ~2.3 seconds.
And as an extra bonus, here's what was going to be a scrolling shot from a cutscene that ended up becoming too detailed and turned instead into a sort of promo shot-

Get Project Landsword
Project Landsword
Tactical stealth meets top-down mecha combat and excessive destruction
| Status | In development |
| Author | MezzSoft |
| Genre | Action, Shooter |
| Tags | Destruction, mecha, Mechs, Pixel Art, Sci-fi, Shoot 'Em Up, Short, Tanks, Top down shooter |
| Languages | English |
More posts
- Progress Report - Chateau, Weapons, Tweaks, LSDTV17 days ago
- Progress Report - Pathfinding, Art, OptimizationOct 13, 2025
- LS Update V.0.8.2Jul 09, 2025
- Steam Page + Progress Report + FAQMay 11, 2025
- LS Update V.0.7.0Jan 04, 2025
- 60 FPS hotfix for Windows 10/11 usersNov 14, 2024
- LS Update V.0.6.0Nov 08, 2024

Comments
Log in with itch.io to leave a comment.
Is there any chance there could be some obvious cosmetic change applied to the mech depending on the weapons loadout when the final game releases?
I hope so. I'd also like to be able to paint my mech.
hi! huge fan of niche mecha games, especially landsword;
are you planning on releasing the finished version of the game on itch? and are you planning on keeping it compatible with the windows 7 OS
Thank you!
The finished version will be released on Itch along with Steam. As for keeping it compatible with Windows 7 and older OSes, I will try my hardest to do so, however the game may eventually be ported to GMS2 which may or may not have older OS compatibility.
I do like that people who are still using ancient operating systems and extremely low specs can play the game and have a good time, fewer and fewer games try to have that.
Hey man, Love the game your work on this is incredible. The only thing I can think to ask for is kinda a time scale. its been a hot min since any update. Do you have a rough idea of when more content will be added? or when I can double buy this on steam Lol
No longer than two months, hopefully. The next progress report will be out in a week or so, I'm recording the last GIFs needed for it. There's going to be a big feature that people will be able to use and I'm trying to make sure everything will work correctly with it.
Love to see the new updade!
Have you considered seeking for help with level design? Some people can do only LD and they just love it.
Also a small heads-up, for some reason I can't see all those gifs (shame)
Thank you!
I certainly have, but I need to make a level editor for them to use first. I'll of course let players use it as well.
Which GIFs are you having trouble seeing? Sometimes the site Postimages can be pretty slow to load.
None of them! If I try to open them in a second tab, the browser shouts "Not secure connection" at me
I'm very sorry about that. I think Postimages has been having some trouble recently, they take a long time to load sometimes.
>technical manual
Salivating, thank you.
Glad you like it!
there is no way in hell i missed this??? dude the art and the manual are great once again! it genuinely makes me upset seeing how good the style and the direction is
Thank you!!
OH YES!HERE WE GO FOR A NEW VESIONIN THE FUTURE
Really loved playing the demo and I'm super excited for the full version when it eventually releases :) was positively suprised by the overall quality, I've wishlisted it on Steam and will definitely be buying.
I adore the visuals and your artstyle, especially the telephone booth piece, and I'm asking myself whether you would ever be open to do a paid commission? I would love to hang the booth promo shot up in my room, but I think potential guests would disapprove of how little is left to the imagination above the waistline xD so I would be more than happy to pay for a version with some armor over the front.
PS: Much has already been said regarding the airstrikes, but I feel like the animation doesn't quite have the expected visual effect. The difference in speed between the initial flame burst and the dissipation might need some tweaking, either the burst should be shorter or the smoke should linger for longer. Maybe you could add some impact frames when the shell hits and a transparent layer that slowly vanishes to imitate thicker smoke? Sorry for the possibly excessive criticism, the animations are great otherwise :)
PPS: If wanted, I would be happy to help with a German localization when development reaches that point.
Thanks for playing!
I'm afraid I have no time for commissions, sorry.
I agree, some bigger explosion sprites and longer lasting smoke would go a long way. Generally I try to keep all of the smoke dissipating fast since in testing I found excessive smoke particles can really drag down readability, plus it's not great for keeping things optimized. That said, since these are huge areas being wiped out they could definitely use a bit more flair.
Thanks for the offer! I'll keep it in mind.
Im soooooo exided for this game!!!
Thank you!
Honestly, on the last dev-blog on weapon system suggestions, i'd love to see the LOSAT K-ATGM added as a weapon choice, or a proper HE-slinger as a main weapon.. but soo far something i REALLY want is a chunky autocannon type weapon.. a gun that goes ka-chunk ka-chunk, not too unlike the bradley's bushmaster.. maybe a 57mm? or a 40mm? like the bofors.
again just throwing out some dumb suggestions that came to my brain.
I don't want to spoil too much, but both ATGMs and a heavier, slower firing chain gun will be in the next update. I think people will find the ATGM especially fun since it behaves quite differently from any other weapon in the game.
Three more primaries to go!
Love me' some chunky chain-guns!, otherwise love what i am seeing soo far! (definitively recommending this one to the mech-heads in my friend group)
actually intended to suggest somethin similar, though with the added suggestion of the Bushmaster's airburst rounds; it would reward proper zoning. Instead of giving them the standard videogame proximity fuzes, have them detonate only at the point of aim. They could punch through light cover and harm whatever's behind it, or punch through medium armor on tanks and mechs, acting like a slug gun but not doing significant damage. You could burst them early to saturate an area in frag, but it would be meaningless against armor. The way to use it for maximum effect would be to set the mouse cursor directly over the target, (or indeed, directly along the radius of a moving enemy's path if you're leading it) causing the round to airburst inside the target for significant damage.
Also, maybe i'm just too into airburst ordnance, but perhaps an MRLS battery with slow-ish projectiles that burst when you release the trigger or press it again etc?
And for a slightly more novel/niche weapon idea, i've always wanted to see/use a weaponized MCLCS in a game. What's more novel than a rocket dragging a firehose packed with plastic explosives?
I do kinda feel that these would be maybe difficult to implement/animate/balance/make fun, so they're humble and vague suggestions that I very much don't expect you to take too seriously. I just used to adore designing semi-cursed scifi weapons and figured if you asked for suggestions i might as wel-
Wait hey, bonus design for a ridiculous directed energy weapon i had awhile back! A Binary Plasma Driver, (because i have BPD, haha.) It's like a normal plasma driver, in that it ionizes gas into plasma and magnetically supercompresses it into a pseudo-geliform goop before magnetically accelerating it at coilgun/railgun velocity. Except it launches two bolts from barrels that are zeroed to put both projectiles on a collision path. One hypersonic gel ball is hydrogen, and the other is oxygen. At impact, the magnetic fields collapse, causing them to slough off all the spare ions, whereupon they stop acting like plasma and start acting like a mixture of highly compressed oxygen and hydrogen slammed together at ~3600 centigrade. That is, they have a violently exothermic oxide reaction that produces water vapor expanding with enough speed to produce a significant airblast and vacuum effect.
okay yeah i got a little lost in the sauce with this comment. apologies.
Your game is damn near exactly what i want in a 2d violence simulator, and i eagerly anticipate seeing more.
I definitely plan to have mine clearing line charges as a special weapon in the future, it would be awesome to see. I'd like it to have actual verlet physics and droop over buildings though, so it'll be quite a task to code and isn't much of a focus at the moment. Thanks for the ideas! More to come hopefully in the next two months, I'm working hard on it.
Awesome work! any idea of an e.a. release date?
Hopefully not too long from now, but I can't give any estimates honestly.
I'm estimating 1 month, maybe a month and a half at most, so that I don't become impatient.
Dope art once again!, Can't wait till a centralized lore book/content is released!
Thank you!
That manual would be amazing as a seperate doc.
It's up to 30 pages now! Maybe I'll make an upscaled version as a PDF.
please do, that'll be amazing
Only when everything's finished tho. We must burn Mars down so we can have firelight to read to!
I love this game so much. I do wonder aside from lore tidbits is there a plot?
It's being worked on slowly, right now pretty much everything in the demo is just filler.
I love this game already. Even built a mech for my table top army inspired by your maneuver crawler design:
https://blogger.googleusercontent.com/img/a/AVvXsEjb7PfLf9EA5hoCs3LwrvTjIzs1ASxM...
Best regards!
Very nice, are these hand made or 3D printed?
Handmade. The Maneuver Crawler is cardboard and some plastic I cut out of the packaging from cottage cheese and some tooth picks. Oh, and beads for the wheels and launchers. All held together by hot glue.
That's what it looked like _before_ painting:
https://blogger.googleusercontent.com/img/a/AVvXsEgz6AnC7Bk-OMYpFQB4H582B0nG2ys2...
I've been in love with your game since I first saw it. The work you've done is truly impressive!
I've been wanting to ask you since I saw it, but I only decided to do it now. Can I help you with localization if you want to translate it into Russian?
Thank you for playing and the kind words!
I appreciate the offer greatly, but it'll be awhile before the game is fully written and in a state where it's ready to have translation done.
very good game :) i have a weapon idea too, basically sawblades attached to the mech for melee combat, the drawback is it has a battery that needs to recharge with recharge stations scattered around missions, it could work good against fleshy targets(grubs and crabs or other i forgot about) but its weaker against armored targets. i hope this game gets more attention and ur art skills are very good :) i hope you see this, bye!!
Thanks for playing and the kind words!
I could see the mech being equipped with a single saw blade for some sort of rescue mission where you need to cut through some obstacle or an object to retrieve something. It's an interesting idea, I'll think about it.
"after all, what's the point of having a creature with multiple legs if you can't shoot them off?"
"...it's best to just make a tool to create and modify legged enemies in realtime"
The meticulousness, logic, and mathematical precision with which this project is programmed impress me. Your work itself is literally PART of this world. This attention to every little detail is what makes the game like a gourmet dish, a pleasure to taste. Bravo!
P.S.: I'm really glad there's an intro video/loading screen video. Valerie is perfect, as is her crawler.
Thank you for the kind words! It's much appreciated.
Game is so fire you got me making an itch.io account, been lurking since Feb 2025 but now I've got an actual weapon suggestion.
Its essentially a stacked laser designator that takes up your primary weapon space and allows you to lase 9 targets at once and watch as they all get annihilated by missiles.
Reference image (I know its not 9 segments but it gets the point across)
Think of each ring as a "Cheese wheel" that acts as its own designator turret, have them all target the closest hostile or manually select each target with a click. Then you can watch as close air support one-shots whatever you were looking at...... And proceed to wait the 15-30 seconds cooldown with no primary weapon to defend yourself. A glass cannon JTAC but in metal spider form.
It also gives you a pretty natural avenue to add a CAS pilot supporting character, which i totally DEFINITELY wouldn't be down to voice act if you ever add such a character...
Got my inspiration from this laser defense building in a RTS i was playing, it better illustrates what I'm talking about.
But yeah this game is cool and Valerie is cooler, that last shot with her does something to me i can't describe.. You cooked
Hey, thanks for playing and making an account for this post! I appreciate it.
Very cool concept all around, but I think it might be difficult to balance depending on how much damage each of the missiles do, even with the very long wait time. I'm also not too sure how ammo with it would work, I assume there'd have to be very little so the player can't just hose everything in sight without care. I think it might be neat as a secondary weapon honestly, perhaps as an upgrade to the regular homing missiles in the game.
Thank you!
Appreciate the reply! i have a few ideas for how it could be implemented without destroying the balance of the game.
For the damage i think the best option would be to significantly lower the AoE compared to the airstrikes you showed off, but still have one-shot damage for everything besides bosses. Basically a hellfire instead of the ALCMs.
In terms of ammunition i was thinking it would be a fixed amount per mission (Like how many missiles your supporting aircraft has in its loadout) but still keep a long cooldown cause the aircraft's line of sight got obscured or whatever. Like 20-40 something missiles per mission if you go with a AC-130 style aircraft that only has that ordinance. (Mind went to an AC130 cause i made a whole fictional aircraft design as a futuristic analogue, a helicopter or jet could also work most likely.)
Also a attribute of the designator that would help in balancing is that you need to constantly keep a line of sight lase until the missiles hit, so you would constantly be exposed to fire without a primary weapon.
I personally don't think it would be good as a secondary cause that would make it OP even with all these changes, but its also now in a position where its underpowered as a primary. I think a long range sensor of some kind on the other pod location to "Zoom" your viewdistance would be a good idea, so you could move your sight in the direction your mouse is pointed at and start designating targets. If this viewdistance was just out of the range of agro, it would allow for a stealth playstyle where you have to constantly skirt outside of their viewdistance to remain undetected but still capable of calling fire support on them.
This is what i mean by pod locations

And a highly advanced illustration of the next generation multi system capable futureproofed high speed resilient architecture offgrid sensor suite developed for end users with demanding mission profiles and high operational tempo.

I've been following the project for over a year now. I am very glad to see not only the new mechanics, but also the new art of the crawler pilot <3.
May I ask, what are the size of the crawler? Height, width, and length (in meters) in the standard idle position.
Thanks for following! I had this scale comparison made for someone who wanted to make a physical model, but looking at it now I kind of think it should be roughly 10-15% larger:
Wow! Thank you so much for such a precise answer. Interesting, especially when compared to the Abrams. At 15%, that's a height of approximately 8,266 meters.
Number one on the Steam wishlist. As soon as it released, I'll buy everything :) the game, artbook, OST! It's just an amazing project. It gives off such nostalgic vibes.
Brilliant Report as usual! I'm definitely a little late to the action here but progress looks like its going really well.
As for feedback, I was wondering if an LRAD (Long-Range Acoustic Device) could work as a unique weapon. It would obviously be a fair bit more powerful than real-life versions and would be most effective against fleshy targets. I imagine it would stun targets, detonate missiles and deal damage over time, as well as be able to bounce off walls and around corners - great for working in combination with secondary missiles.
As for bugs, I was wondering if you could make different enemy types based off the lifecycle of one species. For example, the larvae could be weak chaff, working their way up into carers, workers, soldiers, and ofc the queen. (maybe the chemical grubs are just mega crustacean babies!?) I know its probably an overdone trope at this point but it would still be cool to see.
Thanks for the feedback and ideas!
I like this concept, I think fighting different kinds in a level would certainly help things feel less repetitive. The LRAD for a primary weapon also sounds unique, but I don't know if it'd be very satisfying to use as it wouldn't fire projectiles or a solid beam.