Great game, considering it's a one man show amazing world building and decent writing in the script, all put together with graphics that are simple and work with the game overall. The gameplay suffers from enemy spam for difficulty, or just increased health pools more than any enemy cpu reactions.
There are some people having graphical issues, apparently from low end rigs not meant for gaming. I was wondering if there was a way to go into scripts and change values to lower brightness and resolution and which folders said scripts are located.
For a game like this it deserves a 5/5, all circumstances it's worth the small price, I hope the dev continues to forge on whether they make a different game, or keeps building this one up, I really love it.
I'm refraining from rating currently, but i will give my feedback as if i were to rate it now. right now, i'd give this a 4/5 stars. it would be a perfect 5, but it's not, purely because this has AMAZING concept, story, and promise, but the gameplay loop is unfortunately severely lacking. because of many of the ways weapons, items, cooldowns and mechanics are implemented, it can often be quite infuriating to progress through missions, and there's a clear line between difficulty and fury. I'll try to keep my feedback constructive and concise
1. Back weapons - They are inefficient to use. Having to swap into them to use them rather than have them as secondary, whether ammo or cooldown, frankly defeats the point of them being back weapons, and negates any crowd control or damage benefits they provide, and as a result, it causes missions where crowd controlling bugs or many turrets becomes cumbersome, frustrating, or damn near impossible unless managed damn near perfectly. I absolutely love the idea that cargo can replace these for fetch mission however, but would definitely benefit from not having to swap between them. 2. Main hand weapons - This should be the weapon that is always active no matter what, with the system as implemented, it would be a more efficient idea to have this be always active, and use it while other equipment is watching your six, but because you have to swap to back mounted items for different utility, the benefits this could provide for a smooth gameplay experience is entirely negated. The core concept of left click being main hand weapon and right click being melee is solid though 3. Melee - I like the idea of melee capability depending on the mech, i do wish the animation canceling was a bit tighter though, as when you only strike once, it causes a significant delay in being able to use it again, much less strike a second time or third depending on the gearbit. rather than being unable to use it entirely, it should be a mixed timer+attack system, so that if you only use one strike, you still have time to expend the additional second or third swing. this would improve close range crowd control and tighten up the combat experience 4. Mission/Objective items - This is single handedly the most frustrating part for me currently, as on one hand, i love the Cargo system for early missions, but the fact that when dealing with the ability to call in airstrikes or supply drops, it replaces your main arm completely ruins the combat experience for me, especially because you have to go retrieve the summon item every time you use it. instead, this should just be an additional mission based ability that doesn't require pickup or weapon swapping, all it should rely on is aim, and cooldowns, simple as that. having to balance personal crowd control plus air drops and supply drops legitimately had me alt-f4'ing an otherwise engaging and fun mission. 5. Ally AI's - this also frustrated me, as when dealing with large scale missions or conflicts, the Ally AI's were completely useless, and couldn't keep enemies off me for any useful amount of time. that combined with the fact they can't push objectives, are far slower than me, and actively get caught and die in environmental hazards leaves me feeling less like i have a squad at my command and more like I'm fighting entire armies by myself
That being said, i don't want to sound like I'm trashing this entire experience non stop, i had a ton of fun, and i see so much promise in the experience already provided from a single developer, I bring my suggestions to hopefully provide great inspiration for an already amazing one man idea, and if you ever need some assistance, I'm a freelance 3D artist, and I'm not afraid to work for free on projects i wholeheartedly believe in.
I can't wait to see where this goes, and despite the kinks, I'm wholeheartedly thrilled with my steam purchase of this game, and intend to continue supporting it with great excitement and anticipation!
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Just Project Landsword 3d. I love every part of it.
Great game, considering it's a one man show amazing world building and decent writing in the script, all put together with graphics that are simple and work with the game overall. The gameplay suffers from enemy spam for difficulty, or just increased health pools more than any enemy cpu reactions.
There are some people having graphical issues, apparently from low end rigs not meant for gaming. I was wondering if there was a way to go into scripts and change values to lower brightness and resolution and which folders said scripts are located.
For a game like this it deserves a 5/5, all circumstances it's worth the small price, I hope the dev continues to forge on whether they make a different game, or keeps building this one up, I really love it.
I'm refraining from rating currently, but i will give my feedback as if i were to rate it now. right now, i'd give this a 4/5 stars. it would be a perfect 5, but it's not, purely because this has AMAZING concept, story, and promise, but the gameplay loop is unfortunately severely lacking. because of many of the ways weapons, items, cooldowns and mechanics are implemented, it can often be quite infuriating to progress through missions, and there's a clear line between difficulty and fury. I'll try to keep my feedback constructive and concise
1. Back weapons - They are inefficient to use. Having to swap into them to use them rather than have them as secondary, whether ammo or cooldown, frankly defeats the point of them being back weapons, and negates any crowd control or damage benefits they provide, and as a result, it causes missions where crowd controlling bugs or many turrets becomes cumbersome, frustrating, or damn near impossible unless managed damn near perfectly. I absolutely love the idea that cargo can replace these for fetch mission however, but would definitely benefit from not having to swap between them.
2. Main hand weapons - This should be the weapon that is always active no matter what, with the system as implemented, it would be a more efficient idea to have this be always active, and use it while other equipment is watching your six, but because you have to swap to back mounted items for different utility, the benefits this could provide for a smooth gameplay experience is entirely negated. The core concept of left click being main hand weapon and right click being melee is solid though
3. Melee - I like the idea of melee capability depending on the mech, i do wish the animation canceling was a bit tighter though, as when you only strike once, it causes a significant delay in being able to use it again, much less strike a second time or third depending on the gearbit. rather than being unable to use it entirely, it should be a mixed timer+attack system, so that if you only use one strike, you still have time to expend the additional second or third swing. this would improve close range crowd control and tighten up the combat experience
4. Mission/Objective items - This is single handedly the most frustrating part for me currently, as on one hand, i love the Cargo system for early missions, but the fact that when dealing with the ability to call in airstrikes or supply drops, it replaces your main arm completely ruins the combat experience for me, especially because you have to go retrieve the summon item every time you use it. instead, this should just be an additional mission based ability that doesn't require pickup or weapon swapping, all it should rely on is aim, and cooldowns, simple as that. having to balance personal crowd control plus air drops and supply drops legitimately had me alt-f4'ing an otherwise engaging and fun mission.
5. Ally AI's - this also frustrated me, as when dealing with large scale missions or conflicts, the Ally AI's were completely useless, and couldn't keep enemies off me for any useful amount of time. that combined with the fact they can't push objectives, are far slower than me, and actively get caught and die in environmental hazards leaves me feeling less like i have a squad at my command and more like I'm fighting entire armies by myself
That being said, i don't want to sound like I'm trashing this entire experience non stop, i had a ton of fun, and i see so much promise in the experience already provided from a single developer, I bring my suggestions to hopefully provide great inspiration for an already amazing one man idea, and if you ever need some assistance, I'm a freelance 3D artist, and I'm not afraid to work for free on projects i wholeheartedly believe in.
I can't wait to see where this goes, and despite the kinks, I'm wholeheartedly thrilled with my steam purchase of this game, and intend to continue supporting it with great excitement and anticipation!
The game looks great, I found about it thanks to Jarboe gaming.
I'll try to test it this weekend.
I was hoping there was an Android port, but it may be a huge undertaking to port it.
Hi, how do I get an Xbox Controller set up for the game? I just downloaded it and I'm looking forward to playing it