Project Landsword
A downloadable game for Windows
The once peaceful surface of Mars has decayed into a violent battleground between arms corporations and Earthly governments.
To join the fight would be crazy. To survive would be downright psychotic.
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Landsword is a top-down mecha shooter with a heavy emphasis on destruction and gameplay that combines elements from classic shoot em' ups with contemporary action-stealth games.
Featuring fully destructible environments, players must use their wits and surroundings to outsmart and defeat enemies in combat, while still retaining an arcade feeling to its gameplay.
This early prototype demo currently includes five different missions with nine different weapons to choose from.
[ Landsword is a working title, final name subject to change. ]
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*DirectX shader / note for Linux users:
Upon starting a mission, you may encounter an error screen that says the D3D outline shader failed to compile. If this error occurs, please use Winetricks to install DirectX and then try again. This should fix any shader compile errors if you are having them.
- If you are having the same issue on a Windows PC, please see if your DirectX driver is up to date or installed at all, this will fix the issue. You can download the driver patch directly from the Microsoft website.
- A dedicated Linux build will also come eventually, currently I do not have the ability to compile one.
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This demo is 100% free and the game is a work in progress, but any donations will go to paying for a proper soundtrack and some additional programming help for things such as shaders.
Updated | 25 days ago |
Status | In development |
Platforms | Windows |
Rating | Rated 4.9 out of 5 stars (86 total ratings) |
Author | MezzSoft |
Genre | Action, Shooter |
Made with | GameMaker |
Tags | Destruction, mecha, Mechs, Pixel Art, Sci-fi, Shoot 'Em Up, Singleplayer, Tanks, Top down shooter |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Click download now to get access to the following files:
Development log
- LS Update V.0.7.038 days ago
- 60 FPS hotfix for Windows 10/11 users89 days ago
- LS Update V.0.6.095 days ago
Comments
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I've sunk hundreds of hours into Brigador (not exaggerating!), and I've always wondered if there's another game that can satisfy my vehicular combat itch. Imagine my joy when I find this page!
Kickass vibes, baller gameplay. Loving what I'm seeing so far. Railgun and smartgun are my faves <3
This game really gives me a great feeling, the pace may not be too fast but the sound effects and images are very pleasing to the eye (this is my real feeling, no joke) and since the game is still in development, I also hope it will be your (or your team's) heart product
this game is sooo cool and very awesome dude, high quality games
Holy fuck, the Railgun! I didnt know what to expect the first time I charged it, but it short of calamity! God grief, man, good game you ve made here. This shit is underrated!
Glad you like it! The railgun is a favorite of mine as well.
I like the direction you're taking this game in.
Let me know if you still need music by the way. I'm a hobbyist composer and I work for free so would be happy to lend a hand if you think it would work. I have a portfolio linked below with various styles.
https://youtube.com/playlist?list=PL8KB94rr0WMuSPkls7cxwWOMdOt5gtu0Q&si=sXiaCsPR...
Thanks for the offer, I'll let you know.
no problem
Весело
Спасибо
...wait, you can intercept the grenades? holy shit.
The C-RAM turrets can shoot down your grenades, but you can shoot down enemy missiles with all of the primary weapons (excluding the thermal projector)
NOISES:
- This game is wonderfully rendered.
- Vibes are immaculate
- Garage is cassette futurism coded, at least the interface is. Wonderful.
- Holy shit MLAA missiles!
QOL STUFF:
- Keybinds. Probably been said by other people.
- Numbers in the menu as an option in settings?
- Turret direction vs reticle position indicator. Maybe a line?
- Maybe make it a bit clearer what environmentals will explode and damage you? Or give a list and images somewhere..
IDEASGUY DRABBLES:
It'd be nice to have something between Death By A Thousand Small Cuts Of 20mm, and Postal Code Killing Cannon. Maybe a nice 50mm stutter, or resurrect the HSTVL's cannon from the dead.
...and perhaps, a straight up 105mm Cannon? :P
As well, what about a couple missile types? HEAT and KE variants. HEAT trades most blast and destruction for single target impact. KE requires precision and timing, gaining damage over distance traveled.
An unfortunately realistic plasma cannon? Exceptional against soft targets. Worthless against armor. The plasma superheats things with water in them to the point of exploding.
Cheers for playing!
They should've been added by now, but due to some unplanned delays I wasn't able to get them in this build. Next one should have the menus redone finally with rebinding functions implemented.
Could you clarify what you mean by this?
Someone else requested an aim assist/laser line awhile ago. I'll see if I can have that as an option in the settings once they're redone.
Noted.
I felt a basic tank gun might be boring but other people have asked for it too, so it's definitely going to make it in. Some intermediate burst fire weapons will probably be needed to space out the more heavy hitters too.
I like the idea of seeing the enemies burst into steam and smoke instead of just burning with the flamethrower. Sounds like it would have some pretty satisfying sound design.
Thanks again!
Dropping a comment as a friend shared this to me, truly a nostalgic feeling this game is giving.
Gives a Brigador feeling with warm colors for its palette!
The bird's eye view also give an additional vibe to it.
Really looking forward for this game to fully develop!
Thanks for playing!
I hope to turn up the vibes even further.
Damn it! It was just amazing! I apologize for my English, I have badly own it. How long I have not played something like that. Sensation - as if I had returned back to childhood when I was 10 years old! Stylistics resembles something Metal Gear Solid the first games. Not by gameplay. You can even work a little in this direction.
Play people's nostalgia.
I would be glad if a full version of this game comes out. I was impressed by the passage with different weapons. Especially the second mission with worms. Exploring ammunition and first-aid kits are something. Especially when this happens behind the screen. You need to think before shooting.
Which did not please, especially for the first mission.
Opponents merge with the environment. It is often impossible to track where they are. Problems with color.
Tell us about the engine. Is this your own development? Interesting graphics. What is it based on. The movements seem very smooth. Which is not typical for 2D. What technology is based on?
Thanks for playing!
Sorry about the readability issues on the first mission, I know the enemies can sometimes blend in. I'll see about changing the palette and colors slightly to be more readable.
This game is being made in Game Maker: Studio. I've come up with some methods of procedural animation and little tricks to make the game appear 3D, but in actuality it's entirely 2D.
Fantastic game, although, I have a few thoughts:
- I find it really hard to track where you are. The reason why is the color palette of your mech seems to blend in with the rest of your surroundings. Same goes with the enemies. Would be nice to have your mech and the enemies pop out a little bit more so that they're easier to see.
- The shooting and the destruction is a lot of fun. That being said, I also noticed that the end-of-mission stats keep track of how much property gets destroyed in the mayhem. Does this negatively effect your mission rank? If it does, then I think that's pretty silly, because it feels impossible not to completely destroy everything, especially since a lot of your weapons explode and cause massive damage and the enemies get stuck on the buildings, not to mention that they also explode when killed.
- I know this is just a prototype demo, but I've also noticed that the missions are pretty same-y. Are there plans to vary the mission objectives beyond just killing all the enemies on the map? I think it would also be cool to have missions where you have to attack and destroy an enemy base, or kill an experimental weapon, which can act as a boss of sorts. Varying what you do from mission to mission would be nice.
- On the topic of the missions, I felt like they were way too short. I was able to complete each mission in less than 5 minutes. Would be nice if they were longer and more dynamic.
But this is a great base for a game for sure. I think it has a lot of potential and you've done a fantastic job so far. Hope to see updates on this one in the future!
Thanks so much for checking it out and your support!
There will be some more differently colored environment. I know right now the visibility can suffer a bit with the amount of desert and bright sepia tones, so I'm working to correct that as much as I can.
Right now the property damage is just a joke really. It has zero effect on your final rank, the only thing that matters is your time and direct hits taken. I realize it might be a bit unclear though, so I'll need to clarify at some point that the collateral damage does not matter.
Absolutely. Different missions, optional objectives, and some other styles of gameplay are planned, but for now I have yet to get to them. Bosses and 1v1 missions will come as well, perhaps after every five or so combat missions.
This is a tough one since the gameplay can be very fast-paced, but I'll see what I can do. Maybe I'll make even larger maps and have some things you need to collect/rescue to finish it.
Thank you! It's still very early and much more is planned.
It's so cool, but I can't pass it haha, nice game!
Thanks for playing! It can get pretty difficult, I suggest trying some different loadouts.
I'll try, thanks!ʕ•ᴥ•ʔ
The demo was great. I don't know what you have planned, but a firing range to test weapons would be a great addition.
Thanks for checking it out! I plan on having a VR training area which will act as a sort of tutorial section where you can practice using the different weapons.
daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaam mech on mission ready WHAT MY JOB KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL ahhahahahahahhahh haahahahhah
solid game, fuck those maggots
Preach!
Man the Railgun and Unguided Missile combo is literally epitome of the Name Marksman of Death, destroying multiple enemies in one shot(even the command centers if you max it out) with the railgun and the unguided missiles for the small frys is so satisfying to watch as i play...
On the other hand may i suggest a new body for the mech like a hovering type? Like this one from a Mobile Game(Battle of Titans) i used to play with a mech(Cormorant) i truly admire...
Thanks for playing! Glad you liked using the railgun and the unguided missiles, I think they're the most fun weapons so far as well.
I'm still a bit torn on whether or not I'll have different selectable chassis to choose from. I personally want to emphasize the fact you're piloting a four legged spider tank, but I understand people might get a bit tired of it as the game progresses.
About the chassis part i suggest you make like an alternative by just making a special mech mission or even a custom mode, where we can make our own mech and survive against wave of enemies even add the ability to do side missions in this game mode...
PATLABOR!
The smoke grenades feel kinda OP when compared to the other grenades, but I think that's just because of how underpowered the other two grenades are.
Are there any plans on reworking the other grenades to make them as game changing as the smoke ones?
Btw Great update, the garage is beautiful ദ്ദി ༎ຶ‿༎ຶ )
It'd be kind of difficult to give the other grenades more punch at this point, I kind of wanted them to be more of a special use case weapon instead of a go-to one for players. I think what I'll need to do is just create more of an incentive to use the other ones over the smoke in certain levels and maybe introduce a few enemies that ignore smoke entirely so the player can't always defeat them with it.
Glad you like it!
Really enjoying the update! Regarding the grenades: personally, I think the issue with other grenade types is the low capacity and how it's launched. Unlike missiles that are fast moving and have larger capacity, grenades need to be double tapped, can't toggle off the lock once pressed, and require extra effort in leading the shots, and they seem to do roughly the same damage as missiles, whereas both missiles so far can be spammed in quick succession, are fast and travel straight. So I always opt for missiles as they are easier to approach. I hope the grenades can be looked into eventually if they are not the focus right now. Another potential cause is that most buildings can be bypassed easily with your primary weapon so it's easy to open a way for direct missile volleys. Tougher or even specialized structures (like panic walls in Brigador) that make easy missile/gun hits a challenge can incentivize use of grenades, just a thought.
Thank you for playing again!
I'll see if I can have maybe a setting to change how the grenades function, like having it so you can hold the key down and then once you release it'll automatically launch. I admit they're not really the focus right now, but they could definitely use some further emphasis in the gameplay. The idea of having special structures to destroy is an interesting one, thanks for suggestion.
First time commenting on itch.io because damn, it's good ! Solid foundations for an already satisfying game ! The artstyle is beautiful (especially the choice of colors), the map navigation is great (but that's probably my love for maps speaking there) and overall, everything fits visually.
I'm actually curious to see how you will expand the lore and the ambiance/decor for the upcoming missions.
Gameplay-wise, each weapon alters the way you go towards enemies which is good. It's simple but it works. At this point, you could just add more missions, add more enemy types, perhaps bosses and voilà !
I don't know if you plan on adding perhaps a campaign but the universe is fitting for one.
Anyway, thank you for the few hours of fun and good luck if you continue this project, you're definitely onto something !
Thank you for playing and your kind words! I'm glad you like the map, I think it adds a lot too.
Bosses are planned and some other mission types as well. Hopefully in the next build I'll have one of each added in, should everything go right.
I hope to double down on that part eventually and add a real campaign, but for now I'm still focusing on making sure the game is fun and all the systems are in working order when people start it up. Once I'm finished with that I'll most likely be focusing on the lore and story aspect a lot harder, I hope people will like it.
Thank you again! I'm very happy to hear you had fun with it, as the dev that's my main mission, haha. Expect more updates in the future.
my god the music, the visual style. idk what's happening on my screen but it's amazing
Excited to see this come out!
Thank you for the support!
Fantastic game, you developing it any further or are you focusing on other projects? IF other projects, what are they? Thanks man!
Thank you! Currently this is my main project at the moment, I intend to develop it further.
Keep it up man, this is great. Multiplayer with local host? Kickstarter or Indiegogo?
Multiplayer would definitely be a lot of fun to play around with, but I think I'll need to wait until the game is finished before trying to add anything like that. I'll also probably need to stress test how much the engine can handle if more than one person is playing at once; I'm not sure if it can handle all of the destruction in the game while running network code.
Keep it up man, I'll try and subscribe to get updates and give you more money
Thank you, it's greatly appreciated!
what if you made it like a slower and top down version of armored core
Slower in terms of the overall combat pacing with the enemies, or slower in terms of weapons and movement?
i mean slower in the sense of its not going like 5000 kmh normally and especially not going like 14000 when boosting like in ACFA
Dude holy shit!! Just checked this page wondering if there was a new update and goddamn you've been hard at work. The new menu and user interface looks fantastic, and no fucking way was I expecting the hangar. Dude this is nuts, the quality of life changes do so much for immersion. The mission screen, the hangar, even just the addition of the dropship at the start of missions are such cool touches, I really appreciate all the little bits of artistry you've implemented.
Also the new weapons and mission! Mission 5 has got to be your best yet, I had such a blast playing it. Gave the smoke grenades a try as well and they were everything I hoped, they let you be so aggressive. Just in general as well the combination of sound and visual design, all the weapons sound so powerful and clearly do so much damage, feels incredible just firing them.
I also really appreciate your design sense for all the mecha/vehicles, they'd all feel right at home in a 90s sci-fi anime. Actually mentioning the dropship again, I don't know why but its design is just fucking awesome.
I don't really have any critique honestly, game feels and looks incredible. I'm super excited to see what you come up with :) also how did you do the map/what software did you use?
Thank you for playing again!
Really happy to hear that, that was exactly what I hoped it would add to the mission select!
Glad you like them and the new dropship! I spent a lot of time working on every one of the designs even though in-game they're pretty tiny. I have something planned to show them in greater detail outside of the mission previews, I hope to start work on implementing it as well.
I used a variety of different height and terrain maps of Mars from NASA and mixed them together with some other speculative maps of what Mars's oceans could have looked like long ago. The map is still technically a work in progress, so expect a more refined version with landmarks to come. I use this as my art program.
Thanks again for your support!
There's a couple of things that I'd like to point out:
1. When replaying missions, the level select menu tracks your most recent stats instead of your highest overall stats.
I believe that the highest overall stats should be displayed instead, because I managed to achieve an A+ rank on the second mission, but when I decided to replay it, I achieved a lower rank and that's now displayed on the level select menu instead of my previous rank.
2. This is a nit-pick, but for the user-interface, the thermal projector should say fuel instead of rounds.
Sorry about that. I had hoped for it to function as you said and only replace the stats if your rank or time is faster, but I'll need to refactor how the saving works. It's technically possible for me to implement it now, but it would run through the entire save file checking every single data map which may cause some lag on older systems if you play a lot of missions. I think it would be neat to also have a place where you can view your overall playthrough stats such as total bullets fired and enemies killed — I'll see if in the next build I can add that as well when I rewrite the code.
Agreed. Will fix that too, thanks.
I just found this and I'm absolutely loving it. I love the artstyle and the atmosphere, especially in the level select and hangar. I have some points and questions -
1. From a purely visual standpoint, I think that when the mission description appears in the level select, the mission marker should centre itself in the remaining half of the screen.
Not only would this simply look better, it would also mitigate some of the perceived spin of the map, since the distance from the centre of spin would be closer to the edge of the screen, making the spin seem slower (although the spin speed could admittedly do with being a little slower).
2.When moving out of the spin in the loading screen, the camera performs the motion of the spin backwards rather than simply flicking and snapping to the North Axis. This means that if you idle for too long, you get a very jarring camera movement when moving away from a mission point.
3. When the player dies while the game is out of focus, the game will not show the "Mission Failure" screen. Instead, the screen goes grey and fuzzy as per usual, but no text appears and the game makes a consistent buzzing noise.
4.Are there any plans for missions at different times of day? A night mission would really fit the vibe of the game, plus you could ramp up the stealth aspect a whole lot.
5. What kind of general environments are you planning? So far we have had cities and beach towns, but will there be more rural areas or water-based areas?
Thanks for playing!
I had considered this, but I felt that the camera panning to the side every time you approach a map point might make it even more disorienting. I'll try it though and see how it feels. The speed will be lowered as well.
There's a system meant to handle that axis snapping which was turned off for debugging. It appears I never turned it back on, oops!
Saw this happen a few times when people were playing. I'm still not quite sure how to fix it, honestly. Will see what I can do though.
Definitely!
I don't want to give away too much (I like to surprise people), but I plan on having underground areas like tunnel complexes and maybe some abandoned/overgrown locations with more vegetation to contrast all the sand and desert.
I just found this game recently and loved it, it is so unique and genuinely gives me bullet hell vibes. The art is immaculate and the environment of most missions (excluding two but that is in development) are unique and beautiful. I agree with other comments that a key rebinding would be really useful, as I didn't even realize until I had beaten other levels that there were grenades and a boost mechanic. Overall I can't wait to see this game further developed and fully fleshed out, I will definitely be playing future versions!!
Just realized there's already a new version out from a few days ago!! Will be playing as soon as possible. :33
I've once again beaten the game on the latest update today and I've got to say it was so much fun. There are so many new shiny things to play around with but I also have some negative notes.
Really cool mission select screen showing results for beaten missions. Enemies on the second mission actually pose a threat now. I love how an aircraft deploys player's mech at the beginning of some missions. The new map is visually a level above the previous ones. The deployment of enemy mechs is a sight to behold. It's thrilling and feels like an event. All of the new equipment feels like it belongs in the game and is fun to play around with.
The font used to describe equipment in hangar can be hard to read. I personally can't make out some characters. Map rotation that plays once the player arrow is situated on a mission point/location.somewhat irritates me at best and makes me kind of sick at worst (I would really like it to be slowed down or to be able to stop it on command). "X" is a weird place ona keyboard to use to throw grenades with. I got used to it by the end but would like to be able to remap it if I wanted to (I would 100% put it on one of the side mouse buttons). And last but certainly not least: It's very useful to see mechs in smoke (both the player's and the enemy ones) but I can't see terrain which made me get stuck between some buildings more than once. I know I should carefuly consider where I'm throwing smoke grenades and memorize the terrain before doing so but this is just something to keep in mind. I would suggest making taller buildings stick out of the smoke making their roofs visible (that would even make smoke look more realistic).
All in all, I thoroughly enjoyed this update and the game never looked so sleek before. It's shaping up to be a really special arcady game and I love it.
Thanks for playing once again! I'm glad you like the new additions.
Apologies, it really should be the larger one. I'll see about changing it in the next build.
Understood. I'll have a button to stop it from rotating at all and slow down the speed. Right now it might feel somewhat useless, but I hope it'll look interesting once there's 3D objects like little cities and icons on the map that rotate.
Adding key rebinding is also a high priority on my to-do list, a few other people asked to be able to rebind controls too. The settings menu in the options will be redone from scratch with separated tabs for different things, but I didn't get around to doing it for this build. Hopefully in the next one it will have it.
I agree that buildings should be visible in smoke too. This was a problem I attempted to solve, but unfortunately couldn't crack before release. The buildings are drawn in a completely different way than the enemies in order to be optimized with dozens on screen, so I need to figure out a way to keep both the FPS high and draw them in the smoke without the game chugging. I have a few ideas on how to do this, hopefully one will work...
Thanks for the feedback and playing again! Still much to be developed and added, but I'm glad this new update seems to have been worth the effort.
This game is quite promising so far! I don't have a functioning mouse at the moment, but I still enjoyed completing the first mission with a touchpad. <3
Nicely done finishing it using your touchpad! That's dedication.
Thank you! I just went back and completed the rest of the missions. I now have an irritated index finger, but it was worth it for the experience. <3
Thanks for playing all the way through! <3
You're welcome! I'll definitely be following this game's development. <3
Very hyped for this update! Will give it a spin and come back with a video ASAP!
Awesome, thanks! It's not too big of an update, but hopefully there's some fun new stuff to play with.
The way the game develops from one release to another amazes me every single time. Just WOW! I'm sure this will be hit.
Also the link to twitter seems to be broken (opens "https//x.com/sysmainframe) for two releases in a row already, so I wanted to mention this just in case :D
Thanks for playing again!
It's a strange bug. On my end it seems to open, and the code is all formatted and typed in correctly. But for other people it just refuses to print the colon and adds a quotation mark at the start for some reason. I think it might just be something to do with this old version of Game Maker, so next update I'll probably just turn off the link opening.
If Valerie has one million fans I am one of them.
If Valerie has one fan, that means I am that fan.
If Valerie has zero fans, then I am dead.
If the world is against Valerie, then I am against the world.
The new mission select screen is verry good and the hangar select screen? Oh man its really good also i see that you will be able to select types of armors and engines? So cool also its giving a bit of gen 1 armored core vibe
This is amazing. I would 100% buy this day one. I hope you'll consider launching on Steam, with controller support - I would love to play this on Steam Deck!
Thank you for playing. Controller support and an eventual Steam release are both planned. A few people have already managed to get the game working on the Steam Deck too, so dedicated support for that as well will hopefully come.
The game is worth money!!!
<3
IT'S HEEEEEEEEEEEEEEEERE
fantastic demo! i had the most fun playing the first stage- the enemies in the others didn't seem as threatening/aggressive to me.
would love to be able to remap controls.
beautiful artstyle. missiles are *very* fun. i like the click-and-drag to target multiple hostiles!
Thank you for playing! I've released an update now with a fifth mission which should hopefully be a bit more challenging depending on the weapon you're using. There will definitely be more stages like the first as well.
I also plan on having a full redux of the settings menu with key rebinding and hopefully at some point gamepad support too, so no worries. Which controls did you want to rebind by the way?
the grenade button seemed the most out of place. the grenades are neat but trying to press X with my thumb was too clunky for them to be useful.
excited to try that 5th mission!
The hype is real.
This is goated
<3
Fantastic game! I took it a for a spin, I really dig the presentation and small bits of lore here and there. Looking forward to how it shapes up!
Thanks for playing and recording a video! You did a wonderful job!
Sorry about the ranks always returning A+ at the end. The next update should have a functioning grading system as well as (hopefully) a working overworld to view your stats and info. It's still quite early, so I apologize for some of the jank here and there haha.
Also loved seeing you in the end figure out you can distract the C-RAM turrets with grenades, you can do the same with missiles as well!
You're welcome! Truth be told this was my fourth time playing, but the controls are pretty easy to figure out. :)
I didn't really find any jank aside from the occasional enemy boxing itself between buildings, so my feedback is mostly "this game is really neat and I wish there was more of it". :P
The ranks had me puzzled for a bit, but hey, it's still early as you said. Hope to see more from this game in the future, I can't get enough of the aesthetic and gameplay!