Hello. Thank you for playing! I will try my best to answer your questions.
I love your game, and I think he has a lot of potential. You can cram so much content into such a small volume, and I think the final version is pretty well optimized.
Thank you! A lot more content is planned.
I also like the theme of the game, which reminds me of some Japanese anime of the end of the last century, such as mobile police and Gundam, you named the game Land Sword, the background is the world map, I also like it. No more nonsense, I hope to update these in the future
I'm glad you like it. 1990s anime such as Mobile Police Patlabor and Ghost in the Shell were both big influences on the visual design. I hope to make something that is reminiscent of that era while still creating its own distinct identity. I try not to reference them too much in order to retain the uniqueness.
1 Use smoke bombs to block roads, block enemy views and radar guidance (flat), but helicopters can bypass the shelter at high altitude (three-dimensional). If the player is not hiding behind the smoke (enemy/smoke/me), but is completely in the smoke (smoke/me/smoke) (I put so many parentheses because I am worried that the translation software is not translating correctly), the helicopter will not be able to detect it, but after a certain reaction time it will bomb indiscriminately into the smoke and inform friendly forces to fire together).
I think I understand what you mean. Right now the helicopters stop in the air when they encounter smoke grenades (they probably shouldn't do that), and also the player is unable to hide from the helicopters by staying inside the smoke. I need to improve their behavior so you can do that. I hope I understood correctly what you meant, the translation gets a bit vague.
3 I want to see some civilian and entertainment, business, political news that makes me feel like this is a living world. In particular, I want to know what the residents think of the way we've broken the city, and will they thank me if I protect it? What if I don't care about the collateral damage and destroy the city? Would you let the player see them cry, numb and displaced, make the protagonist fall silent, torture the morality of the player? How do different characters react because of their origins, personalities, experiences, and positions?
This has all been planned for a long time, I'm glad you want to see these things. I don't want to give away too much, but things like news reports, intel logs containing lore, cutscenes, general character intercations, and lots of other exploration of the setting will be in the final game. Right now there isn't much to see in the demo except for the brief mission descriptions, but I promise I'm trying to expand on these things.
And the worms that can destroy houses and punch through armor, are ordinary people afraid of them? Is it possible that these fearsome worms have instead made a remarkable contribution to the food industry?
Some of them have been domesticated and bred for food like cattle! They're actually not bugs or worms, but instead highly mutated crustaceans. The wild ones are quite a pest and the player takes the role of an exterminator. There will be many more organic enemies to fight in addition to the human targets (tanks, mechs) too.
4 Science fiction games should have science fiction UI, or HUD. It is recommended to put enemy markers around the tank. I can't look at the little map box in the upper right corner while watching the tank move.
Understood. There will be an option to change the enemy marker/arrows to be around the player's tank instead of the aiming reticule.
In addition, I am relatively poor, can only donate 5 dollars, I wish you a smooth game development, early success.
Five dollars is a big donation! Thank you so much for the support and kind words.