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MezzSoft

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A member registered Sep 10, 2016 · View creator page →

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I'm afraid you'll need to ask someone else to do that...

I'm glad you liked it! Thanks for playing and the kind words too.

Thanks for letting me know, I'll see about patching that.

Thank you!

Possibly, it would be nice. I can't make any promises though.

Glad you liked it, thank you!

That's very kind, thank you!

It'll be out when it's out. I'll also be putting a new progress report up when I have some more interesting things to show.

I've put about 10 hours into the demo this month

Jesus, that's a lot, haha. That's almost as much as I play testing it.

I only found one minor bug. On level seven, if you don't grab the container, you can actually just push it yourself and move it without setting off the alarm.

I hadn't even considered that being a possibility, thanks for letting me know!

Anyway, thanks for your hard work — can't wait to see more!

Thank you!

Thanks for making a video!

It's being worked on slowly, right now pretty much everything in the demo is just filler.

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Thank you for the kind words! It's much appreciated.

Thanks for playing and the kind words!

I could see the mech being equipped with a single saw blade for some sort of rescue mission where you need to cut through some obstacle or an object to retrieve something. It's an interesting idea, I'll think about it.

Thank you for playing and the kind words!

Can I help you with localization if you want to translate it into Russian?

I appreciate the offer greatly, but it'll be awhile before the game is fully written and in a state where it's ready to have translation done.

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Very nice, are these hand made or 3D printed?

Appreciate it, thank you!

That's sort of the idea I'm playing with right now; the plan is to go around doing tasks and fighting various factions with different motivations rather than a single bad guy.

Development is continuing, don't worry.

Nice job S-ranking the six missions! I've only managed to S-rank the last mission a handful of times myself, mostly by cheesing things with the smoke bombs. Right now the only things you have to worry about are hits taken and the total mission time. If you take longer than four minutes it starts to subtract from the final score.

I cant wait for more (I literally made an account to comment lol)

Thank you!

Noted, thank you.

Hey, thanks for playing and making an account for this post! I appreciate it.

Its essentially a stacked laser designator that takes up your primary weapon space and allows you to lase 9 targets at once and watch as they all get annihilated by missiles. 

Very cool concept all around, but I think it might be difficult to balance depending on how much damage each of the missiles do, even with the very long wait time. I'm also not too sure how ammo with it would work, I assume there'd have to be very little so the player can't just hose everything in sight without care. I think it might be neat as a secondary weapon honestly, perhaps as an upgrade to the regular homing missiles in the game.

But yeah this game is cool and Valerie is cooler, that last shot with her does something to me i can't describe.. You cooked

Thank you!

Thanks for the feedback and ideas!

As for bugs, I was wondering if you could make different enemy types based off the lifecycle of one species. For example, the larvae could be weak chaff, working their way up into carers, workers, soldiers, and ofc the queen.

I like this concept, I think fighting different kinds in a level would certainly help things feel less repetitive. The LRAD for a primary weapon also sounds unique, but I don't know if it'd be very satisfying to use as it wouldn't fire projectiles or a solid beam.

Thanks for following! I had this scale comparison made for someone who wanted to make a physical model, but looking at it now I kind of think it should be roughly 10-15% larger:


The flamethrower weapon will have some improvements in the next update. I don't think a second one will be necessary, it sounds too close to the laser.

Eventually. I'd love to have an artbook of all the designs made, but it'll be a while.

Thanks for playing!

 I do not think there is enough juice in tandem with actually killing the enemies, it doesn't feel as good as it should.

What do you have in mind for more juice?

Thank you kindly for playing and the message! I'm really happy to hear you like the game and the designs got you into drawing, that's great!

I believe it would be cool to see the weapon pylons or the weapons inside them on Valeria Sommers' M97A change in appearance depending on what kind of weapon we have equipped, both inn the hanger, and in the mission, like having the pylons extend much further out or have the barrel visibly extending out with something like the Railgun, have them angle themselves up or have segmented box that angles up with the SM launcher and following the arc, and more. You don't need to implement this at all though, I know its probably a lot harder than I think and would probably give you gray hairs, so it's up to you.

I think this would be a nice thing to see as well, but it's very low on the list of things to work on I'm afraid. It's definitely something I'll consider doing towards the end of production where overhauling the sprites or designs won't be a concern anymore.

I feel some sounds for certain parts might need to be more punchy, more brutal, more raw, and more powerful(this is purely my bias speaking, I adore the sound design of Trepang2, each gun sounds violent and brutal, like each one wishes to eviscerate yours or your enemies body).

I can agree with that. Even heavier sound effects for explosions or bullet impacts would be nice, especially since there's no music currently.

Now, I know its still in development, but I cant help but say that I wish there were more mission variety.

There's a bit too much for me to go over one by one, but I appreciate all of the ideas. I'm working on some new missions that will vary the structure and objectives similar to the ones you've written down. I certainly don't want every mission to be like the first six where you go around and kill things mindlessly, it'll get old quite fast.

The armor packages will also likely behave as you said; some offering better speed or protection at the cost of the overdrive ability. At this point I'm kind of considering removing the powerplant system entirely as I don't think I can put enough meaningful change into the handling or movement in the game with them.

Now, onto the lore, and the hinted at story.I like your approach of, well not directly telling it to us, but I think that can only go certain distance. I think it would be interesting to have some elements be told to us, but not in a 100% direct way.

This is being quietly worked on at the moment and there will eventually be cutscenes at the start and end of each mission to explain things. The factions you fight will also (hopefully) have a lot more behind them and a better reason for why you're fighting against them. Right now pretty much all of the mission briefings in the game and the general set up between each one is a placeholder, I intend to change things up a lot. There's also going to be other characters of course, not just Ms. Sommers on her own.

MAC or M/AC being a catchall term for high-speed crawlers is great by the way, I hadn't thought of that.

Thanks again, and I hope the best for you in the future!

You're welcome, and thank you as well!

¡Gracias por jugar!

I appreciate the kind words and the concern. While I do save and try to consider every suggestion people write to me, at the end of the day I'm still developing this game for myself. If I wasn't, it would probably be finished already...

Hello. Thank you for playing and the feedback! I'll try my best to respond.

The decision to combine bellows and wheels seemed extremely unusual to me. Personally, I find this extremely strange, though. Perhaps this is somehow written into the lore or maybe I just don’t understand something.

This just comes down to the aesthetic choices of the mecha designs in this universe. While perhaps unusual, I think combining legs and wheels makes for interesting visual designs while retaining speed and the style of movement seen in the gameplay.

Another strange thing is physics. Sometimes the mech does not feel like a big killing machine, because this machine can be pushed by a larva or an enemy several times smaller than the player.

Certain things such as scale and movement have been exaggerated for gameplay and readability purposes. It's pretty far from a realistic game like a simulator.

Be that as it may, Project Landsword is exactly the game I've been looking for for so long. and I hope that the game will continue to develop. Personally, I would like to see more variations of weapons, hulls and the like, as well as several classes for mechs (something like heavy, medium, light, support) and AI of allies on some missions (for example, on particularly large maps), as well as artillery weapons.

All of these things are being worked on, particularly AI allied units and larger maps along with new weapons. I know development and updates have been slow, but progress is still being made.

I hope my comment is not too long, thanks for your attention and good luck with the development of the game :D

Thank you again!

Appreciate the thoughts and feedback.

As for your promo shot that does also look nice but hopefully the game won't go that far into a sort of "anime direction" if that makes any sense.

Don't worry, I'll probably go for something tonally a bit more reserved, that was mostly an experiment with the art.

I think games that constantly overlay screens with faces whenever a voice it talking over the gameplay can get distracting.

I fully agree. The game Bulk Slash was an influence with the pop-up portrait in the corner, but it tends to get pretty repetitive after playing for a long while, so I'll likely tone down the usage of it unless something crazy happens on screen.

Thank you for playing and the kind words! I appreciate all of the suggestions, I will certainly consider each of them.

There will be other characters eventually.

Thank you for playing and the in-depth feedback, I appreciate it!

-HE and Fire grenades feel very underwhelming, especially compared to the sheer utility and AOE of smoke, They could both use some generous range buffs. Fire from the grenade could linger a bit longer too. HE feels like a downgrade from Fire. I would personally make HE mid damage and very numerous with relatively low AOE to have it as a way to poke/finish off enemies without leaving cover +cause explosions (clears rubble and attracts NPC's) for as a damage-utility option, while having a Cluster Grenade as a more limited and dedicated AOE option.

At the moment, the smoke is honestly way too overpowered. It stops enemies dead in their trail and let's the player shoot at them with almost no penalty. I'll probably have to rework them very heavily and maybe reduce the total count that's launched to just two or three instead of five. The incendiary grenades will basically be an upgrade that you purchase later on, but the standard HE grenades will still likely be useful in missions where you're trying to keep collateral damage down.

-Stacked Launcher feels over-tuned. Great AOE, DPS and the ability to shoot over cover with minimal downsides. The last ability is most powerful, and I think the minimum range for it should be increased to the point where you have to leave yourself open if you want to shoot over a piece of cover, to make shooting over cover a choice to make rather than objectively better than leaving the cover to shoot. Also more min range means you would have to be farther from the enemy to shoot them over cover, which reduces the range at which you can SOC (shoot over cover), because enemy far away from the cover that you want to shoot over would be offscreen. I also think the reload should be longer (reloads in general should be) and firing it should alert the enemies to your position like real artillery.

It's easily the most overpowered weapon after the laser. I do think it really should alert enemies, the massive craters it makes creating no reaction is something I'll try to fix, thanks for the suggestion. Longer reload time would be a good balance as well.

-I hate mines but I think this is more of a skill issue on my part. Still I think they should have a bigger detonation range (and a slight delay to blowing up so they detonate in a group of enemies rather than at the edge of one.)

They seem to be very unpopular. I'll consider giving them a delay, that'll perhaps make them more satisfying to use.

-Scatter Gun could use more kick. Not even like a buff just a bigger feeling of impact because it just feels flaccid to use.
-Guided missile can't hit anything in remotely dense areas, they should mow down weaker objects like trees

The scattergun will certainly have a major buff in the next update, and guided missiles will hopefully become more useful in some of the more open stages I'm planning. I like your idea of balancing the laser by slowing down movement and having a reload when it's switching batteries, I'll experiment with that.

(Also where can I sign up for translating the game? I would like to translate it to Turkish)

Will let you know when the time comes, I might put out a post asking for translators.

Cheers!

Interesting, but perhaps too much of a downgrade compared to the stacked munition launcher.

I'll be giving the scattergun an overhaul hopefully soon, it's definitely one of the least popular weapons.

Cheers!

Что?

There's no way to switch to the secondary weapon, you just use it by pressing the right mouse button.