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A jam submission

Project LandswordView game page

Tactical stealth meets top-down mecha combat and excessive destruction
Submitted by MezzSoft — 1 day, 15 hours before the deadline
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Project Landsword's itch.io page

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Comments

Submitted(+1)

congrats! extremely cool visuals and the gameplay is fun too. i quit after dying twice to the grubs in the château garden mission. sometimes it's hard to understand what's going on, despite targets and allies having highlighted frames. i have no suggestions on how to solve this though.

Developer(+1)

Thanks for playing! I'll see what I can do to improve visibility further, I agree it gets pretty hard to see sometimes.

Submitted(+1)

wishlisted, mech combat is pretty sick, maybe could use a preview trajectory/firing line since it can be somewhat hard to see if there's anything blocking your shot. Also I could not figure out how to use the grenade on keyboard, the other controls are all very obvious though.

Developer

Thanks for playing and wishlisting! There's an option to enable a laser line in the settings to see your trajectory, its under the gameplay tab. Also, grenades can be fired by pressing X, everything can be rebinded.

Submitted(+1)

the mortar catching an adjacent tall building is a little too realistic for me. Its impressive to me how its looking 3d, yet the camera is keeping the elements of the buildings are exactly 1 pixel, not 0 or 2 pixel.

Developer

Thanks for playing. I'll consider phasing out the building collisions with the stackgun if people find it too annoying, maybe it's not a good idea.

Submitted(+1)

Really fun stuff dude! Great looking style and destroying city blocks/enemies is very satisfying. Keep up the good work

Developer(+1)

Thank you for playing!

Developer (1 edit)

If you don't feel like playing through the old levels from the previous build, if you press 9 on the overworld screen it'll reveal all of the missions.

What's new:

  • Level editor tool added to main menu screen.
  • Increased player mech's movement speed and overdrive speed.
  • Basic gamepad support added.
  • New intel log UI and artwork.
  • Four new missions:
    • 1. The second mission with grub swarms has been redone completely with new assets and now features supporting NPCs.
    • 2. A mission set in a desert town overrun by giant crabs.
    • 3. A mission at a massive military base where you must destroy SAM sites.
    • 4. A sandstorm has swept through a ruined city where a series of reconnaissance drones have crashed and must be recovered. 
  • Added a laser warning alert on HUD with sound that alerts player to incoming enemy missile launches.
  • New ambient audio system implemented, enemies now make engine sounds as they move around.
  • Technical manual added as optional tutorial on game start.
  • Added an Active Protection System (APS) which protects player mech from enemy missiles and mortars.
  • Incoming missile warning ring is now drawn as a circle around the player that morphs to highlight threats.
  • Three new primary weapons: Maser emitter,  chain gun, and gun/launcher.
  • Six new secondary weapons: 
    • Deployable turrets 
    • Wire-guided ATGMs
    • Automatic gun pod
    • Mine launcher
    • Flechette pod
    • Mine-clearing line charges
  • Five new enemies to fight: 
    • The E.11 Bannerman maneuver crawler
    • The Soviet T-99 MBT equipped with anti-materiel railgun
    • Stetson PSV (Portable Security Vehicle)
    • Type 57 lightweight crawler biped
    • Martian giant crabs (large and small)
  • Tertiary (grenade) slot now has EMPs which temporarily stun groups of enemies. Air strikes have also been added as a tertiary weapon option.
  • A separate melee weapon slot has been added to the hangar. You can now choose between the standard plasma slash, gun arms, and a special "plasma dash".
  • Enemies now use steering behavior and an A* pathfinding system. They also now use a team system to locate targets, which allows for support NPCs in missions now. 
    • [Not all enemies have been reworked to use steering and pathfinding yet, specifically the hovercrafts and mortar carriers. They'll eventually be completely reworked from scratch]
  • Overworld map and UI has been updated, now displays ranks over missions and new 3D flag icons, as well as some information on level conditions.
  • Enemies now make a radio chirp sound and show a filled tag marker if they spot a target. Visible lasers are now shown before launching missiles.
  • Enemies sometimes show little scrolling text quips above them when idle or see something move.
  • Added option to show primary and secondary ammo counters around aim reticule.
  • Ammo crates are now air-dropped into the level instead of mysteriously spawning off-screen.
  • Added hit sounds when player is damaged by enemy bullets and explosions.
  • Player mech now has blowout panels that activate if ammo storage is set alight.
  • Added basic mission objectives. They can be viewed by opening a side panel.

Miscellaneous:

  • Collisions with destructible building objects are now smoother and have a slight push threshold instead of instantly disintegrating.
  • Rotary cannon consumes less ammo, spin-up is now instant, and fires twice the amount of bullets.
  • Changed enemy marker icon shapes and added friendly units in green to the radar display.
  • Increased fire rate of scattergun and smartgun, added more ammo for Vulcan.
  • Buff to flamethrower, increased flame amount and spread.
  • Stackgun now reloads slower, firing sound effect has also been changed.
  • Added large flocks of birds that scatter when approached or spooked.
  • Landmines are now incendiary and create a burst of fire.
  • Smoothbore cannon now 1-hit kills tanks and has some building penetration.
  • High-energy laser weapon now has larger impact effect plus subtle flicker.
  • Player mech now gets covered in blood when fighting flesh enemies at close range.
  • Added option to disable HUD vignette in settings menu.
  • Bullets that reach the end of their flight path now leave a small mark on the ground and smoke.
  • Enemies can be pushed around by the player now. Plasma slashes also knock them back further.
  • Grub enemy behavior has been tweaked to attack other targets and not all swarm the player upon spawning.
  • Tweaked and added additional particles created by foliage when being destroyed.
  • Map points on the overworld now draw pseudo 3D arcs instead of flat lines, as well as unlock in branches.
  • Mantis mechs have less health and can be killed by single explosions.
  • Exclamation points shown when enemies are alerted are now bigger.
  • Updated missile hit indicator cross to be larger.
  • Enemies no longer become lobotomized the moment they come into contact with smoke. Needs a lot more work but a slight improvement from before.
  • Tanks now continue moving around when they have an ammo cookoff. Barrels also now have shadows.
  • Missiles now have audio emitters and only hit cars if the reticle is over one.
  • Increased size of enemy target highlight box and added pop-in effect.
  • Ammo, secondary weapon, and armor indicators all smoothly tick upward now instead of changing instantly after collecting crates.
  • Changed firing sounds of CIWS turrets to be closer to real world ones.
  • Minimap icons now have shadows along with offscreen enemy indicator arrows.
  • Trees now have smooth swaying instead of changing their angle every few frames.
  • Dropship intro smoothly pans camera downward now. Additional particle effects and screenshake also implemented.
  • Grub enemies now chase after spider bombs instead of slowing down.
  • In-game HUD now fades if player mech is underneath a panel.
  • In-game HUD shows glitching effects when taking damage.
  • Large trees can now be destroyed by driving into them.
  • Changed missile warning beep to solid tone.
  • Added rear motion warning on reticule that checks for enemies behind the player when the reticule is far away.
  • Armor HUD display now fills to red warning bar when at 0.0 layers.
  • Enemy mines will make a sound effect when triggered and tick down to detonation.
  • Changed homing missiles to auto-lock when firing singles.
  • Mouse centers on screen upon mission starting to stop the camera from whipping to the corner.
  • Enemies wobble their chassis slightly and make flame particles when very low on health.
  • Certain enemies have built-in retreat behavior and will reverse away from explosions and incoming hazards, or randomly when taking fire.
  • Additional civilian vehicle variations added.
  • Larger explosive blast marks added on the ground.
  • S-rank now requires no damage taken.
  • Exit and map buttons in pause menu now show confirmation prompts.

Bug fixes:

  • Fixed bullets always sending trees and objects to the right.
  • Fixed issue where ammo crates return +0 ammo when collecting them while shooting.
  • Fixed missiles and rockets not flying over buildings when reticule is near helicopters or drones.
  • Fixed pause menu background sometimes drawing with a slight rotation during level start or screen shake.
  • Fixed pressing escape in the settings menu causing a softlock when on the boot screen.
  • Fixed railgun charge up bar and text not having outline or changing color to match cursor setting.
  • Fixed issue with lighting and shader surfaces misaligning at edges of viewport during heavy screenshake.
  • Fixed overworld map rotation snapping issues.
  • Fixed issue with quip system causing soft-crash.
  • Fixed transport helicopters not using sound emitter positioning.
  • Optimized fountain water spray and fixed sound emitter positioning.
  • Grubs flash HUD red when damaging the player now.
  • Fixed crash if player dies while dropship is still in level.
  • Fixed lock-on missiles still firing at targets that are destroyed before they launch.
  • Fixed issue with collision detection around player not always destroying small buildings and objects.
  • Fixed issue where dropship would despawn on screen if player followed it around long enough.
  • Fixed primary weapon tail sounds not playing when ammunition runs out.
  • Optimized vehicles and landmines for better performance.
  • Mission end rank/results now use a scoring system, so better time, damage, and kills are all weighed instead of always prioritizing the amount of enemies destroyed over time.