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MezzSoft

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

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Thanks for playing!

Sometimes missiles and rockets just slam into the ground instead of reaching distant targets, which makes long-range attacks kinda unreliable. Is this intended, or could this be improved?

This may be a glitch, I know locked-on missiles currently do not fly over buildings to hit flying targets, but in the next build it should be patched.

Aircraft seem able to detect and attack units hiding inside smoke. Is that a deliberate design choice, or is smoke supposed to fully block targeting?

This is intentional, but I will likely change it as the whole smoke system needs to be revised entirely.

Any plans to buff the Mark-7 autocannon and the GAU-678 rotary cannon? Right now the Mark-7 feels worse than the XM-4 Smartgun in almost every way except fire rate, and the GAU-8’s damage feels a bit underwhelming.

Almost every primary weapon in the game I've actually buffed either in damage, ammo, or sound since the public release. The next demo will have way more powerful feeling weapons along with some new ones.

I noticed the mech turrets have something mounted on both sides that looks like smoke launchers or maybe an APS. What exactly are those, and are there any plans to expand their functionality?

If you mean the Mantis mechs, those are missile tubes mounted on their sides which they fire at you. If you mean the player's mech, the M97, then those are probably the smoke dischargers.

A lot of players feel that mines aren’t very useful at the moment. Maybe you could take some inspiration from real-life systems like mine deployment vehicles?

It's indeed the least popular weapon in the entire game. I have some ideas on how to fix it though, and the next build should have it replaced entirely.

Thanks for playing! I'd like to add sprite variations for each of the weapons too, but I'd like to make sure every weapon is fully implemented in the game before I do it.

Thank you very much for playing and the kind words! Great job S-ranking every mission too. There's a lot more planned and being worked on right now, stay tuned!

I'm afraid due to the engine version (GM:S1.4) it's currently capped to 60 FPS, I apologize. Once I switch engines it should be possible to increase it.

Try enabling the alternate v-sync mode in the settings though, that may affect the framerate.

Thank you for playing the demo and your kind words! A full Steam release is planned, but it will be some time.

Do you have any plans to include significantly smaller and larger human enemy units/vehicles in the game, in addition to the more common standard-sized mechs and tanks (such as the player’s current Crawler and the vast majority of enemies encountered so far)? I noticed that in the comments you mentioned the possibility of larger enemy tanks/vehicles and even large bosses, which I am very excited about.

There could potentially be much smaller enemies now since I've reworked some of the user interface to make the target highlighting a bit easier to read. Powered armor units would probably be around the size of the bison you see roaming around the fifth mission, if not slightly larger. I'm not entirely convinced they'll be readable enough at a glance, but it's certainly something I want to experiment with and see if it works. Having very cheap cannon fodder enemies to space out battles with harder ones like the Minotaur would be nice.

Finally, thank you again for your work. I am really looking forward to the next development log and the next demo update.

Thank you again for the kind wishes and interest! I'm still working hard on the game, but development has been a rather slow process.

Thanks for playing!

I adore the visuals and your artstyle, especially the telephone booth piece, and I'm asking myself whether you would ever be open to do a paid commission?

I'm afraid I have no time for commissions, sorry.

PS: Much has already been said regarding the airstrikes, but I feel like the animation doesn't quite have the expected visual effect. The difference in speed between the initial flame burst and the dissipation might need some tweaking, either the burst should be shorter or the smoke should linger for longer. Maybe you could add some impact frames when the shell hits and a transparent layer that slowly vanishes to imitate thicker smoke? 

I agree, some bigger explosion sprites and longer lasting smoke would go a long way. Generally I try to keep all of the smoke dissipating fast since in testing I found excessive smoke particles can really drag down readability, plus it's not great for keeping things optimized. That said, since these are huge areas being wiped out they could definitely use a bit more flair.

PPS: If wanted, I would be happy to help with a German localization when development reaches that point.

Thanks for the offer! I'll keep it in mind.

Thank you!

Cheers!

Hopefully it will. I've been wanting to replace the map since the first release with it, but I've had some difficulty figuring out how to remake it and create appropriate assets. I might end up making a completely new mission entirely and save the grubs for a different one.

Good idea!

Everything in the game is completely 2D so it's a difficult thing to do, but we'll see what happens.

It's been requested by a few different people, so I'll try it out. I can't promises it'll make it in though, I think the ten grenades that players have now work only because the count is so limited.

Thanks for making a video. There's only one easter egg with the PDA right now, nothing else I'm afraid.

Thanks for playing and making the video! I'll probably leave the destructible walls in even though it doesn't make much sense. It adds more gameplay opportunities and people seem to find it pretty fun.

Hopefully not too long from now, but I can't give any estimates honestly.

Thank you!

I don't want to spoil too much, but both ATGMs and a heavier, slower firing chain gun will be in the next update. I think people will find the ATGM especially fun since it behaves quite differently from any other weapon in the game.


Three more primaries to go!

It's up to 30 pages now! Maybe I'll make an upscaled version as a PDF.

It might be too similar to the smoothbore cannon in the game now I'm afraid.

Yeah, quite a few people neglected to use those functions it seems. Hopefully now that won't be the case though!

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.