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I'm absolutely blown away by this and think it's criminal you've put this on itch for the low cost of zero dollars. I'd gladly pay good money for this on Steam, the quality is just that high. This really goes without saying as so many other people have already mentioned it but the attention to detail is insane. Explosions setting off car alarms in the distance, bullets occasionally penetrating through buildings and recoiling off things, fire spreading around on a farm/garden, even thinking about it I might've missed stuff but that sense of discovery makes me wanna fire up the game right now and see! The art is phenomenal and the ui compliments everything perfectly, I'd go so far as to call it one of the best ui's I've seen in a while it's got a clean aesthetic, works and doesn't obstruct the gameplay, again, it compliments it. I could sing high praises for this game all day (and I might) there's just one teeny tiny problem: the enemies are a tad too difficult to see sometimes. This goes for the player too, I felt a little disoriented after a good firefight and I guess this could easily be fixed by giving the player a brighter color to contrast against the muted background. If I can see those red fire trucks in that tiny Gameboy screen sized thumbnail to my left, I should be able to see the character. Just food for thought. Also, not that you've indicated plans for it or anything, just a precaution, if you ever feel tempted to give Landsword angled camera movements (which I know you can, I've done pixel stacking in GMS too lol), please don't. The 90 degree camera unifies the scene and anything else would complicate the controls.

Fantastic game, easy recommendation.

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Thank you so much for your kind words and feedback. It really means a lot and I'm glad you noticed all of the tiny details I threw in with the destruction!

I will definitely get the player and enemy models to have a higher contrast and much better readability, some indicators to point out enemies coming from behind the view would also help as well I think. Happy to hear the UI is super readable as well, spent a long time trying to decide on what it should actually look like - ended up settling on semi-functional but also semi-decorative in a way. I'm glad you know about the sprite stacking method haha. Early on I was definitely tempted to turn the view around, but sorting out the depth between objects is already difficult with the way they stretch from the center, and there's no real need to actually be able to rotate the view. I might rotate it for cutscenes though, like a news helicopter reporting on some destruction could be cool.

Thanks again, I really appreciate it!