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(+1)

Game Concept is awesome, reminds me of armored core and chrome hounds.
I am really interested in seeing where you take this game and you appear to already have a really fun foundation. The sound effects are excellent, although the boost could maybe use a volume increase. Enemies so far are fun to fight and offer different challenges. Visual design is impeccable.

I do have a few questions about your future plans for the game

Do you plan to have multiple mech types or just the one for the player to control?

Are there plans to have some form of progression in terms of unlocks?

Might we see boss type enemies such as rival pilots or near peer enemies (1v1, 1v2 style missions)?

Lastly, not a question but I think indirect fire weapons like an artillery gun that allows shooting at long distance over buildings would be awesome, such as an upscaled version of the current HE grenade with its own drawbacks obviously. Both as a weapon for the player and an enemy type.

I know developing games is not as simple as to permit scope and design plan changes on a whim but if anything I just think these things would be great additions the already solid game you have managed to put together. Regardless great work on the demo.

(+2)

Thanks for playing!

Do you plan to have multiple mech types or just the one for the player to control?

It will most likely be just the one, but with a lot more customizable options for loadouts and different parts that effect how it can move (i.e. dash, ram through buildings, etc)

Are there plans to have some form of progression in terms of unlocks?

Yes! New missions will unlock as you complete them. The plan is to have both story missions and also optional ones that'll explore the world a bit more and earn the player some special parts.

Might we see boss type enemies such as rival pilots or near peer enemies (1v1, 1v2 style missions)?

Absolutely, it'd be a waste not to have that honestly.

Lastly, not a question but I think indirect fire weapons like an artillery gun that allows shooting at long distance over buildings would be awesome, such as an upscaled version of the current HE grenade with its own drawbacks obviously. Both as a weapon for the player and an enemy type.

I'm working on a few new secondary weapons that will work like that, but I feel like letting the player always be able to shoot over buildings with a primary weapon might make things too easy like with the railgun. I could see enemies using flying drones to coordinate artillery strikes though.

I know developing games is not as simple as to permit scope and design plan changes on a whim but if anything I just think these things would be great additions the already solid game you have managed to put together. Regardless great work on the demo.

Thank you! It's a lot of work and it really does take time to develop these things, but hopefully it will all come together in the end.

(+1)

For the artillery, maybe it's more like a howitzer and is direct fire, not allowing for arcs over buildings but still an explosive burst of damage at range, the explosion could even damage to player if used too closely. So far Landsword's only other weapon in the high damage per shot is the Railgun, a very endgame weapon. The rest of what we have are predominantly fire rate based, so more burst damage based weapons may be nice, like the aforementioned howitzer, High damage in a single shell, explosive aoe, direct fire without arcing over buildings, and a burst fire gun, likely firing 3 in each salvo, decent damage per shell but mostly for hit and run strats. I cant think of any other burst damage weapons but tbh idk if they'd be necessary, Maybe some form of charge up laser weapon but idk