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A jam submission

Project LandswordView game page

Tactical stealth meets top-down mecha combat and excessive destruction
Submitted by MezzSoft — 2 days, 13 hours before the deadline
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Project Landsword's itch.io page

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Comments

Viewing comments 27 to 21 of 27 · Next page · Last page
(+1)
  • The effects work of the weapon, the environment, and killing things is perfect. Very nice work. 
  • Needs more visual clarity. Saturation and luminance can help a lot here, if you want to keep things beige. The player, environment, and enemies all sit way too close to each other. For a game, readability is more important than almost anything. Not being able to easily pick out yourself, the enemies, and the obstacles feels like fighting against the game, not against the enemies.
  • UI needs a hierarchy. Everything is the same size, same color, etc... Make the most important parts much more obvious. When you lose health, they can flash red. When you spend ammo, the ammo counter can shake or something.
  • I'd personally soften the aim tween. It feels too chaotic as you're trying to move around. You could either limit cursor speed, or keep cursor speed, and just make the camera a little more floaty. Not sure which would be better.
  • Gameplay wise, I think it has a good feel but might need some more elements. The core moment-to-moment play might need a dash, or a shield, or sprint, or something like that. When you start adding higher level goals and such, it will help, but I think you'll still find that something is missing. 
  • Start the game fullscreen. I think it's a big mistake when games start windowed. It's saying, eh, this isn't very important. Go check your email, go scroll social media. Fullscreen says, you've given me your attention, I will make good use of that. 
  • Hard to talk about difficulty, because the clarity of the gameplay and menus are obscuring the issue. Once those are clear, then I think real balance work can take place. 

Overall, great work dude. There's a ton of potential here. With a bit more clarity I think you have a really solid base, and there are quite a few directions you can take this in. Keep it up.

Developer

Thanks a lot for checking out and the feedback man!

Visual clarity is absolutely the highest priority thing I'm going to work on. I intend to overhaul the UI too, I think the health and such needs to be way clearer so you can just tell how well you're doing via peripheral vision. Will see if I can add multiple camera settings under the options menu too.

I did add a boost/dash function with shift, but I've been thinking if it's worth it to have a dash function by double tapping the direction keys. Might be cool if you could also ram enemies and damage them perhaps, could be an upgrade.

I'll make sure to start the game in fullscreen once I figure out the other resolutions scaling correctly. Game is 960x540 so it doesn't always scale correctly to 16:9 resolutions other than 1920x1080, but I don't want to drop the size to the more used 640x480 as I think that's too small for the type of art I want to draw for each screen and the general gameplay style.

Thanks again for the feedback! Will keep all of it in mind.

(+1)

For fitting screens while maintaining an integer scaling value, what I did was set an upper and lower breakpoint for width and height, for each scaling value. Meaning, if the game window is under say 1080x640, you go 1x. Once both width and height are above that, pop into 2x. Same for 3x, all the way to 8x. It takes some testing, but once you get the values right, the game will look good and crisp on nearly every screen. The vast majority will have the entire screen filled, a minority will have some letterboxing. Look here for what resolutions are worth testing up front (you can expand the display resolution line item):

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-t...

Developer (1 edit)

Sounds like a plan, will see if I can do that. Thanks for the link as well, it's very helpful!

Submitted(+1)

This game has insanely high GMI energy from the audio and aesthetics but I got filtered pretty hard by the gameplay. 

The camera movement made me pretty nauseous. Which is pretty weird since games usually don't do that too me. I was playing with vsync on too for reference.  Maybe add a camera sensitivity option?

Enemies were pretty much impossible for me to see especially once rubble / blood starts piling up. You gotta make them stick out a lot more by either giving them flashier colours or applying an outline shader on them.

Really looking forward to how this project progresses. Keep it up!

Developer

Thank you for playing!

Sorry to hear the camera movement made you nauseous. Was there any delay/input lag? When I turn on the alternate v-sync on my end it kind of adds a motion smoothing effect to the cursor position, I can see how that'd make one nauseous. I thought about maybe adding a slider that controls the camera speed, but having instant movement is kind of needed for the combat.

My highest priority is definitely going to be improving readability, it's easily the thing that needs to be worked on the most. Thanks for the feedback and kind words!

Submitted

https://www.twitch.tv/videos/2138673721

Hmm, Brigador but in extremely fast? Your graphics are awesome, gameplay... it's fun, but a bit one-dimensional. Kiting the enemy horde in circles seems to be all I can hope to do. Idk, did not understand if there is a way to win missions currently? At least I got one run in where I survived until out of ammo.

Definitely has the potential to become a great game, I'll be interested to see how it will be fleshed out.

Developer (5 edits)

Heya, sorry about that. Watching your footage, I saw enabling V-sync can speed the game up stupidly fast depending on your processor. You were playing on basically 144 frames instead of 60, really sorry about that. Though in a way it's almost funny, makes it seem like sped up tilt-shift footage when it's going so fast. Hope on your end the game also displayed correctly, looking at the recording it seems slightly off-center/in the corner; if possible maybe try loading it up one more time without the v-sync on if the tearing isn't too bad, just to see if it plays at normal speed.

There is a win state, the first mission after you wipe out 24 enemies, the second after you wipe out around 400.

Again, really need to put a disclaimer that the v-sync method can mess things up, sorry again and thanks for playing!

Submitted(+1)

Pretty cool game. I have all the cheevos in Brigador so I had to give this game a try.

The Landsword reminds me a little bit of the personal tanks from Ghost in the Shell. 

On a similar note, the presentation of the game is fantastic, although I would like to see a bit more contrast for the radar. I'm ok with mechs blending in with the urban environment since they are supposed to be camouflaged, but I think the radar could at least have a little animation or sound to indicate when an enemy is in close proximity since ideally combat takes place at long range.

The second mission having organic enemies is a nice touch. Maybe that can make for interesting loadout choices down the line.

Great job.

Developer (1 edit) (+1)

Thanks for the kind words and playing!

The Landsword reminds me a little bit of the personal tanks from Ghost in the Shell. 

Definitely some influence from the Tachikomas and the heavier Fuchikomas, there's some Patlabor inspiration there too.

I'm ok with mechs blending in with the urban environment since they are supposed to be camouflaged, 

Yeah, it's not great for readability but in my head I kind of justify it like that. "You ever see drone footage of a war? Do you have any idea how hard it is to actually spot an enemy tank in that footage? That's the point, they're camouflaged for a reason!".

I think what I'm going to do is add solid black outlines to the enemies. Maybe it'd even make it lean more into the anime inspiration, making it seem like the buildings are "background" cels and the actual animated stuff has the outlines. Will definitely add more indicators and probably a larger radar display too, I think it should be a lot more readable at a glance as well.

The second mission having organic enemies is a nice touch. Maybe that can make for interesting loadout choices down the line.

Glad to hear you liked the second mission. There will be many more weapons to choose from and also a better, non-rushed map hopefully.

Thanks again!

Submitted(+1)

I did a number on those buildings. Explosion, debris, blood splatter, all great, UI animations with 1 bit pixel art looks great, awesomely stylish. 

Osur said the same thing as I was feeling, it's hard to see your opponents. Many times I had to confirm that the enemy is in my vincinity by looking at the radar. I almost want to say that it's too small but I'm not that sure about it. Still, other mechs need to have something that will make them visible. Painting them red would be almost too easy, maybe adding some UI elements like crosshairs from fighter jets?

I felt bad about destroying the city, moreover in the second mission where I was trying to protect the gardens. And what mutated lobsters wanted? Piece of me, of course! I got A+ on both missions, now be honest with me, it always says A+ right? There's no way that half-leveled town and a destroyed garden I was supposed to protect would give me that high score. 

One enemy didn't want to drive into city from the left side. I killed everyone else and had to shoot missiles blindly into OOB area hoping to destroy him.

I feel like the game is already half way there! 3 more biomes, 5 missions for each one, one random generated level with presets and you're ready to ship! Just make those mechs more visible!

Developer
I did a number on those buildings. Explosion, debris, blood splatter, all great, UI animations with 1 bit pixel art looks great, awesomely stylish. 

Cheers!

Many times I had to confirm that the enemy is in my vincinity by looking at the radar. I almost want to say that it's too small but I'm not that sure about it. 

I think it could stand to be slightly larger too honestly. I've been trying to strike a balance between large enough that it's easily readable, yet also not covering too much of the screen for the player. Will be working on making the enemies stand out more, I'm going to try black outlines and larger arrow indicators.

I felt bad about destroying the city, moreover in the second mission where I was trying to protect the gardens. And what mutated lobsters wanted? Piece of me, of course! I got A+ on both missions, now be honest with me, it always says A+ right? There's no way that half-leveled town and a destroyed garden I was supposed to protect would give me that high score.

You're spot on, it always gives you an A+ rank haha. I just haven't decided what should count for a good/bad rank. Time? Amount of hits taken?

Early on I thought it could be related to the amount of destruction caused, but I think it's unfair to penalize the player for having fun, especially as a lot of the destruction can be caused by the enemy. It's just impossible not to wipe out some buildings while playing.

One enemy didn't want to drive into city from the left side. I killed everyone else and had to shoot missiles blindly into OOB area hoping to destroy him.

Sorry about that! It's really rare, but occasionally they can spawn on top of each other and get stuck, but if it was just one something must've broke in his pathfinding. Will make sure that can't happen, it sucks to throw away a good run because someone decided not to join the battle.

I feel like the game is already half way there! 3 more biomes, 5 missions for each one, one random generated level with presets and you're ready to ship! Just make those mechs more visible!

I could see an endless mode working with buildings that reset. I'll definitely have more biomes and different kinds of missions, thanks for the kind feedback and playing!

Submitted(+1)

this is a phenomenal looking game. from the gameplay to the UI, you've really done an excellent job. i tried both missions, i got A+ on the first one and i failed the second one a few times in a row. 

from my time with the game i had two major issues:

readability and encounter design.

for readability, in the first level, the sand colored mechs are in the sand colored streets surrounded by sand colored debris. the biggest indication that an enemy was nearby was the red triangle above their head(s). because of this my eyes were glued to the radar, which was a better way to find enemies than just the screen, which is a shame because i am spending my time NOT looking at the great art. how about a red outline around the enemies? maybe change the mech color? it felt the worst when an enemy would be in the middle of a destroyed building covered in rubble, i can't see the mech at a glance. i also had some minor trouble gauging my HP/ammo but i got used to it quick so it might be an user error.

the second issue is ensuring you are in a fun environment to kill stuff in. the more destructibles are near you the better the game is - empty fields are boring. i think a simple solution would be instead of the enemies coming to you, they might be attracted to some mission objectives you defend, ensuing that you move around "populated" areas and are thus always near new stuff to blow up. i felt this when i went out of the map-bounds on mission 2, it was quite empty and shooting the worms just wasnt the same as blowing up a mech in a city center.

while i did rant a bit, don't let this detract from the fact that i loved this game and found it gorgeous and fun to play. keep doing what you're doing, you've got a great game already and it can only get better.

Developer (1 edit) (+1)

Thank you for the feedback and giving it a try! Happy to hear you also beat both levels, well done!

I'm going to change the enemy mech's colors and give them an outline,  as well as also revamp the radar probably. I had a friend also say the armor indicator was too in the corner, so I'll probably add some more colors plus a sound indicator to help the player know when they're low on health without glancing at it.

the second issue is ensuring you are in a fun environment to kill stuff in. the more destructibles are near you the better the game is - empty fields are boring

Absolutely, 100%. My vision for the second mission was basically a recreation of the Palace of Versailles and its massive gardens, but scaled up to be a whole town. Imagine a sort of luxurious European square complete with fountains, motes, ancient palaces, gardens, and then just having absolute chaos ensue with the enemies chomping through all that and the player lighting them up... Unfortunately, there just wasn't enough time to make that and I ended up with that rushed, somewhat boring level instead.

The grub enemies are a lot more interesting when they have to maneuver between structures as well. I thought about duplicating the first mission's map but I felt it was going to be a bit repetitive.

I'm going to make sure there's always a level of destructibility that the city missions have, it's definitely crucial to the game's design with all of the mechanics. Thanks again!

Submitted(+1)

Played roughly 15m.

Why a 4 legged wheeled Mecha? At that Point you could just use a Tank, Mecha needs to walk.

Borderless Window default? Interesting. Can't say that I like that too much.

I can not read the Screenshake Options, it's a bunch of Signs together with Characters and Stuff. 

Game minimized itself once when selecting Resolutions, don't know why. Also doesn't mark what Resolution is selected.

Menu itself is stylish, main Screen feels a bit static tho.

Cities out of Square blocks not only are stupid, but also look stupid and feel stupid to navigate through. Why don't you make some Interesting City with properly winding Roads, smaller Sidepaths and Stuff?

I'm not driving particularly fast, but when I touch a Car it just slides across an entire Block or so, which feels off.

Destruction is heavy tho, but why is there a whole building worth of Blood if I shoot a single Mecha? And why do buildings collapse so fast, but Cars take so long to destroy?

Car beeping is nice.

I'm assuming its just endless Waves, as I never found a clear Objective to either of those Missions.

Seems most of the Work right now went into the Destruction, and thats working great. The rest is pretty barebones at the Moment tho.

Developer

Thanks for playing and the feedback!

Why a 4 legged wheeled Mecha? At that Point you could just use a Tank, Mecha needs to walk.

I like wheeled speedy mecha. Some mechs fly, some mechs have tank treads, and some do all three. It's just a different style of mecha. Don't worry, I'll have ones that walk too.

Borderless Window default? Interesting. Can't say that I like that too much.

Sorry about that, it was a quick hotfix to get the 1920x1080p resolution working. I agree it's not nice to not be able to drag the window around, I'll see about fixing it.

I can not read the Screenshake Options, it's a bunch of Signs together with Characters and Stuff. 

Seen a number of different people say that and saw it on a few streams. Really strange bug as on my end I've never encountered it on the compiled version and the in-engine testing. All the buttons use the same text-writing code too, so not sure what's causing it. I'll see if I can replace them with sprites to make sure there's no chance of this happening, sorry about that.

Menu itself is stylish, main Screen feels a bit static tho.

Cheers. I wanted to add some sparks maybe falling from the top or CRT monitors in the foreground, but there wasn't enough time. 

Cities out of Square blocks not only are stupid, but also look stupid and feel stupid to navigate through. Why don't you make some Interesting City with properly winding Roads, smaller Sidepaths and Stuff?

It's easier said than actually done, making a realistic city with all of that and making it come together perfectly with tilesets takes a lot of time. A lot of it isn't even finished, that's why there's empty blocks here and there; I simply ran out of time.

I fully agree with you though, and the final city levels will hopefully be way more complete with more interesting buildings and terrain too.

I'm not driving particularly fast, but when I touch a Car it just slides across an entire Block or so, which feels off.

That's on purpose. Cars slide like they're on ice which isn't realistic but it's way more fun to see them pinging off when hit with explosions. You can even push them into the road, come out and bait an enemy, and then hit the car with your gun to set it off.

Destruction is heavy tho, but why is there a whole building worth of Blood if I shoot a single Mecha? And why do buildings collapse so fast, but Cars take so long to destroy?

That's a leftover from the old enemy code, the bugs in Mission 2 were the first and some of their code was cannibalized to make the enemy mech. Think of the blood as the exploded gore of the pilot who was inside. Probably going to get rid of it in the end, but I thought it helped mark clearer where the enemy mechs were killed and I didn't have time to draw proper debris/leftovers of them.

I'm assuming its just endless Waves, as I never found a clear Objective to either of those Missions.

Neither mission is endless. The first has 24 enemies that appear at random in two waves since if they all appeared at once it wouldn't be a fair fight. The second mission has about ~400 bug enemies that come at you in big waves. It's more of an endurance challenge type of thing. I'd like there to be different kinds of missions since I realize this can get repetitive fast.

Seems most of the Work right now went into the Destruction, and thats working great. The rest is pretty barebones at the Moment tho.

Cheers. I agree it's very barebones, the menus were all coded on the last week of DD and I had to rush both levels. This is all very useful feedback though, thank you again for playing and writing!

Viewing comments 27 to 21 of 27 · Next page · Last page