For some reason the file hosting site wasn't working and the attachment disappeared, I'll try to put it up again.
MezzSoft
Creator of
Recent community posts
Thank you for playing again!
The art style of this game REALLY grew on me, I’ve had a void for clunky, yet still “advanced” technology in media ever since I watched Cowboy Bebop for the 86,438th time. I really want to mention Signalis here, but that’s more tech stagnation, if anything.
The design work and the overall aesthetic of the vehicles has been very important to me. Even though they're not too visible due to the general size and angle of the view, I spend a lot of time trying to make them look as unique and interesting as possible since I think there's no reason they shouldn't be.
Moving on to the efforts of my LAST comment, either my eyes improved or something changed with the game so I could actually see the enemies before they started slinging sabot rounds at me; both are positives.
I've increased the shadow hardness of enemies and added more indicators along with adding more color contrast in levels, so that's probably the reason they're more noticeable now.
If there are ever 3d models of most of the in-game vehicles/enemies (especially that dropship thing that drops you off on some of the levels), I would be more than happy to shittily recreate them in something like Stormworks or Plane Crazy. Seriously, they are WAY too cool not to replicate, and with the game being top-down-ish, it’s hard to get a good POV to work with.
There will be dedicated intel pages for every design, and I intend to show some closeups and other angles in cutscenes when possible. It's early, but I am considering the possibility of making an artbook eventually showing them off in even greater detail.
I really liked fighting the MBTs ingame (K41A1, if I’m not mistaken), and it would be nice to see some more enemies like them later on down the line.
Cough cough space BTR-82, anyone? cough cough...
Since smooth steering behavior has now been implemented, I plan to have more conventional ground vehicles show up too.
Once again hope to see more content from this project. Probably even more than last time, seeing as the other indie game I liked almost religiously got violently carpet bombed by both the community and the devs.
Appreciate the kind words! That's a shame to hear, what's the other indie game?
pls buff smartgun
Coming in the next build! I actually just tweaked it a few days ago.
Thanks so much for the support and kind words!
I assume you based the helmet off something like the HGU-56? I own one and I have been super tempted to 3d scan it so I can print the shell of it and then make something like a VR visor for it like how it appears ingame.
I think you could say it's vaguely based on it, but honestly there wasn't any direct inspiration from any real life helmets. The VR visor as well was sort of improvised. Here's two shots of the somewhat crude model:

Good luck with your 3D print!
Cant forget the clamshell armor which makes me think of Hammers Slammers. Good shit man!
Thank you!!
Really appreciate the kind words! I hope that the next update won't disappoint. V.0.8.2 released roughly 3 months ago if you weren't notified.
Something that surprised me a lot is that it has very low requirements. (We're talking about a stable +60FPS with an Intel Pentium® B960 2C/2T @ 2.2Ghz (Intel HD3000) from 4000b.C. and 8Gb DDR3 1333Mhz with an HDD 😭
That's roughly the same setup I have actually, so I have to make sure everything runs well for myself, haha. I'm glad to hear that it's running so smoothly though, as I said I'd like everyone to be able to play this even if they have long outdated hardware. I've had one player even tell me they're running the game on a 32-bit Windows XP computer, and I'd like them to continue to be able to do that.
Seriously, I really appreciate what you're doing, keep it up! I'm confident you'll be at least in the top 20 best indie games of 2026 (if not 2025).
That's really high praise, thank you!
(P.S. You nailed it with Valerie in a bunny suit 7w7)
Cheers!
Thanks for playing it again!
will you be making a Discord server anytime soon?
At the moment I don't really plan to open a Discord server since I'd have to spend time moderating it, plus I just feel there isn't enough content in the game right now to warrant it. Eventually I'll probably put one up though.
btw any plans to add more volley weapons (like the stacked munitions launcher)? i like avoiding property damage haha
Possibly! They'll mostly be secondary weapons rather than primary ones I think.
Hello. Thanks for checking in on it!
One thing I was wondering: will there be a map for Level 7? Or maybe at least something indicating the general direction of the exit, maybe like the enemy arrows around the cursor, but maybe a different colour.
I don't think it's necessary, honestly. The map isn't too big and the path is always the same. You just have to retrace your steps back to the elevator, nothing more.
Interesting. Do any of them look particularly good?
Regarding AI behavior, what if certain enemies, when they get stuck, try to shoot at the obstacle in an attempt to break through? Others might try to flank you around corners, but the "smarter" ones could create their own path.
I neglected to mention it in the post, but they actually can demolish buildings if they get stuck. It's another thing I did to try and solve the old lack of pathfinding when they got into infinite loops.
Eventually you will be fighting higher level enemies that won't hesitate to shoot through cover though. I want there to be enemy crawlers armed with the same sort of arsenal as the player, and I'd like them to fight equally as dirty.
Here’s a question, what are the chances of implementing a bullet vs bullet mechanic, something like a more direct offensive-defensive approach, instead of just dodging? For example, could high-rate-of-fire weapons like a 20mm cannon be used to shoot down incoming enemy fire? Or would that be redundant now that the new APS System is in place?
It's an interesting idea, though I think the APS system will probably make that redundant. I also still haven't implemented different types of armor; in the future there'll probably be one that slowly regenerates if you take bullet damage, or straight up deflects shots with a random chance instead of counting as a hit.
And lastly, is there any chance we could get a Val bunny suit cockpit icon, or maybe even alternative skins for her in the game?
Haha, that would be fun. Maybe you'll be able to buy different outfits with the credits you earn, or they'll unlock at the end of the game. I'm not sure yet, but it's definitely possible with how the portraits are animated.
Top-attack missiles which fly over buildings will be added eventually. I think for now I'll try and just add a line of sight to the homing missiles so they only start turning if they can actually see the enemy. I also increased their damage so they can kill Mantises in one shot.
Hope you like this idea, have fun developing further and see you soon *mwah*!
Thank you!
Thanks for playing and beating the demo!
More enemy variety is being worked on, expect additional fleshy targets to show up later on. Also I know some of the weapons right now are quite overpowered, but I intend to have a shop system in the game so you buy them as the game progresses rather than have everything available at the start.
In my eyes this is already a great game with even greater potential. Maybe we will even get more mechs than the assault crawler? 11/10
Cheers! We'll see what happens.
It's entirely possible, I'm already using overlay shaders to tweak the colors in levels. I don't really want to add a CRT effect since it kind of obscures the pixel art, and I think most players would find it distracting or hard to look at. However, I am considering including that as some sort of unlockable cheat, maybe if players find them as secrets they can turn them on or off in a special menu.
Also, what about your small tanks being designed more for fast-firing low damage suppression rather than direct kills? They could serve to distract the player, maybe two or three shots to damage the armor.
I like that idea! Very low damage weapons would be an interesting mix up. I'll definitely try it out when I get to implementing them.
