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MezzSoft

829
Posts
3,216
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24
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A member registered Sep 10, 2016 ·View creator page →

Creator of

Tactical stealth meets top-down mecha combat and excessive destruction
Action
High-octane rapid-fire animal eating action
Action

Recent community posts

Hello. You can contact me on Twitter, @sysmainframe.

Interesting idea. Currently I plan on being able to choose between an APS which acts as a shield or an ECM which will deflect missiles and stop enemies from locking on, but the concept of it changing their accuracy is an interesting one which I'll keep in mind!

For sure. There will be both a full Steam and Itch release.

Eventually. At the moment the stealth element is mostly avoiding enemies and thinking strategically when you're out of ammo, but I plan to have some more stealth emphasizing missions implemented later on.

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hear that it's running so smoothly though, as I said I'd like everyone to be able to play this even if they have long outdated hardware.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!

I think there will be an automatic grenade launcher as a secondary weapon eventually, something like that might be nice.

It's a cool idea, but it probably doesn't fit with the style of the game. Plus a lot would need to be revised in order for that to actually be possible, and I don't think it'd  be worth it.

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. 

This is such a gorgeous game. Absolutely incredible level of detail, historical authenticity, and animation quality. Really amazing work all around!

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.

Hello. Thank you for the kind words and offer for help, it's very much appreciated.

I've just changed to a different file hosting website. Are you able to see the images now?

I've just changed to a different file hosting website. Are you able to see the images now?

I've just changed all of the images to use a different file hosting site. Are you able to see them now?

I don't have a Patreon nor Ko-fi, but I may consider setting one up in the future.

I believe you can donate a second time, there's been at least one person who has donated twice with the same e-mail.

Yeah, the finished game will be released both on Steam and here on Itch.io without the DRM.

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.

can we get art of her pilot suit too? (please).

Absolutely. There will be multiple pages to flip through in the intel log. I think the suit design needs some tweaking before I make illustrations of it though. I'm not happy with the legs and the vest design, I think those parts of it could be a lot better.

also for a suggestion for reference making, maybe you can use 3d kitbashing? i download a bunch of models and bash them together to "sketch" mechs, the process doesn't usually take that long either, i can send you some of the stuff i made but i don't know how.

It's not really my style to do that, I prefer to just make models from scratch. I appreciate the idea though.

also, can we learn more about the characters? we know Val is rather... unhinged but what else? what does their partner like and look like (i always imagined them as a lanky guy for some reason)?

At the moment, I mostly have stuff in writing, and the 2D artwork I've made isn't finalized enough to share yet. I will certainly be showing more art when it's ready though. You're not too far off regarding her partner by the way.

thank you again for working on this game and taking your vision into reality, keep up the good work and best of wishes for you!! 

Really appreciate it, thank you!

(also, i may have caused one of my friends to make a 3d model of val by accident)

Is that so?

WHO THE HELL İS DİRTY JOHNNY??

That's just a callsign of that particular mech, but it'salso this.

Thank you! Voice acting would definitely be nice, but at the moment it's not really a priority; expect characters to talk with beeps or grunts. The lore/story is admittedly still not fully concrete, so I can't share too much yet.

This...this brings a tear to my eyes, I actually read it with the same enthusiasm I had when i was reading the analysis on DOOM's graphics and optimization. 10/10 cured my ADHD.(I'm willing to wait for 7 years for a silksong level masterpiece).

That means a lot, thank you!

It's mostly all the code that has to be executed on the CPU that's the real issue. There are certain things that Game Maker is just very slow to compute, but I've got things running a lot faster after some rewriting and I'll also add in extra graphics settings like being able to turn down particle counts for really older machines.

Additionally, I'm looking into compiling the game in a different way using the YYC (YoYo Compiler) which can give a massive performance boost as it runs by reading the code natively versus being compiled into a Windows-specific build like it is currently.

Appreciate it! It'll probably be some time until the next update is released, but I'll try to make another one of these posts in a month or two.

This game would have been so much fun on a LAN back in the day. Still will be today. It's this sort of filler game which can take hours. "just one more round!" "I'll get you next time, cheater"

For sure, and I'm sure there's a number of different ways it could be made into a classic multiplayer game. I can't promise anything still, but I do want to explore developing at least a local co-op mode at some point.

I dunno if you already thought about it but your cannonfodder mini tank, could be a great opportunity for a stealth mission. The MC just broke out of capture and finds this neatly parked ready to go as some soldiers are having a smoke. Jumps in and gets away with the Enemy sort on yellow alert. .... Story mode off. 

Haha, that's a fun idea. I do want there to be at least one mission where you're forced to use something other than your quadtank, but I'm not sure what it'll be yet.

P.S. Whats your financial situation? Enough to keep things going?

Enough to keep things going, at least for now. All donations are greatly appreciated though!

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