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.
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Project Landsword's itch.io pageComments
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.
Submitted
MechGameReally fun stuff dude! Great looking style and destroying city blocks/enemies is very satisfying. Keep up the good work
Submitted
Nekotiti: Queen in the MachineIf 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.











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