
A downloadable game for Windows
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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 seven different missions with fourteen different weapons to choose from.

Upon starting a mission, you may encounter an error screen that says a shader named shd_outline_old failed to compile. This error only occurs because your computer does not have DirectX9 or later, so please see if your DirectX driver is up to date or installed at all. You can download the driver patch directly from the Microsoft website. This will fix any shader compile errors if you are having them, and should work onany Windows version (including XP and Windows 7, 32 or 64 bit)
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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.
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| Updated | 6 days ago |
| Status | In development |
| Platforms | Windows |
| Rating | Rated 4.9 out of 5 stars (397 total ratings) |
| Author | MezzSoft |
| Genre | Action,Shooter |
| Made with | GameMaker |
| Tags | Destruction,mecha,Mechs,Pixel Art,Sci-fi,Shoot 'Em Up,Short,Tanks,Top down shooter |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard,Mouse |
| Links | Steam |
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Proposal for electronic warfare systems: Make two different types, offensive and defensive. The offensive action works in a cone in the direction of the turret and not only disrupts the missile guidance (missiles after launch are deflected to the side if they are in the cone of action), but also increases the enemy’s guidance time, and also reduces its range towards you. Defensive electronic warfare does not allow a unit to be locked with guided weapons, it acts 360 degrees and slightly reduces the accuracy of opponents (here you can think about the levels of improvement, both the strength of the effect and, for example, the cone angle of the offensive one).
Hi man, it's me, I was thinking how about...what if you added things like...varied terrain into a level? i mean, would it add variety to the gameplay?(yeah...I know I was comment too much, but....I think....uh...I don't know...I think I'm bothering you by commenting too much...just hope you don't think I'm a bother, your game is great, keep it up! over.)
Thank you for seeing my idea, friends, I was read the info about the game, you said "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." so....So where does this "stealth" fit into the gameplay? if... it were existed, are you planning about some kind of mission like night mission? or...smt like that?
Hello,
really excited to read the progress report after all this time, seems you’ve been hard at work!
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.Dragging the container back to the lift honestly took longer than fighting to the container in the first place as I was confused multiple times as to where I was, and at least a small indicator would be nice.
I can totally understand if that’s not something your going for, maybe it was also just a me problem.
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.
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.
I KNOW! I have an idea on how to fix homing missles! Introducting HAD(Homing Arc Directed) Missles! They go up in the air, and then fall onto the closest enemy, being able to target fying guys and ignore buildings! Though for this great power there is a price to pay, that is small clip size. (make them do a good damage pls pls pls)
Hope you like this idea, have fun developing further and see you soon *mwah*!
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!
I finally managed to beat the Demo and wanted to give more feedback than in my first comment...
All weapons feel cool and flashy although some (coughRailguncough) feel stronger than other. Also the balance between stealth and action is often perfect! The variety of enemys is for a Demo great but maybe more "fleshy" ones coud help make other weapons better. (Although I can understand that in such sizes fleshy enemys are hard to introduce. Maybe something "Elemental" like?)The levels feel like a good introduction to the game with different terrains and objectives.I also like your unique mech design.
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
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 mezz, its me, Himothy Prime, back here again for this peak mech game. ngl i feel like thsi would be able to rival mainstream games like armored core and such if done right. i cant wait for the next update, since the game is lacking some useful content. also if you need any help with concept art, i will be more than happy to help you (and your team if you have one). just reply to me with what you need done.
all n all, still
HIMOTHY APPROVED
MORE ART!! MORE ART!!
1-okay so, even more Val art and it is really done, i my opinion you caught the mid 2000s feel with her (i love that we can see this casual design in the hangar section of the game). can we get art of her pilot suit too? (please). 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. 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)? are there any other characters that have interesting concepts aspects behind them? i'd understand if you wouldn't answer these questions since it is still in early in development and i'd understand if you don't want to spoil anything. i just can't help but ask because the world of this game is the most exciting thing for me in the game. 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!! (also, i may have caused one of my friends to make a 3d model of val by accident)(edit2: WHO THE HELL İS DİRTY JOHNNY??)
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.
I just finished playing for the first time and I gotta say this has to be one of the games with the most potential I've played in recent memory. I can feel thesoulin it and I gotta say it's got it's hold on me now.
The lack of progression and very fast pace of the levels keeps me wanting more, I can't wait for the side missions,the shop, more lore, and more characters in this terraformed red planet.
Don't give up on this project, you're on the road to making somethingamazing!
Great game, I feel that the missiles should get a buff like being able to kill helicopters in one or two shots, more health, and there is a bug where the railgun will not shoot even though it took ammo. Also an anti tank grenade could make grenades better in more missions, and being able to use the other mech bodies would be cool, changing speed or just cosmetic or whatever. Good game however and I wish you luck in making it, I will be coming back to this game.
Thanks for playing!
I feel that the missiles should get a buff like being able to kill helicopters in one or two shots
I agree.
more health,
There will be HP upgrades in the future.
there is a bug where the railgun will not shoot even though it took ammo.
I'm unaware of what causes this glitch, can you please tell me a bit more about how it happens?
Good game however and I wish you luck in making it, I will be coming back to this game.
Thanks again!
When playing the last mission I was using the rail gun and a couple of times it would take ammo and not shoot, other times it did shoot but a very short range and not close to the enemy, it would do this even though I had it on a quarter charge minimum, but I might have had it less and too little to shoot.
I beg you add 1 huge mountable gun on top of the crawlers chassis, like the juggernauts from the anime/manga 86. I would balance it to have a mag of 3-5 rounds, apfsds if possible that can be fired quickly doing around the same damage as the rail gun only without the penetration through buildings/enemy's.
Your game holds a really special place in my heart I wish you the best of luck in coding it.
I don't think it will really work for the gameplay loop and weapon system in the game, but I could definitely see an enemy or two with that 86 esque railgun configuration. We'll see what happens.
Your game holds a really special place in my heart I wish you the best of luck in coding it.
That means a lot, thank you kindly!
Hello. By mech customization, do you mean paint schemes and other parts?
R u going to add soft and hard kill protection?
This is actually what I've been working on right now, particularly hard-kill APS as an upgradeable shield. I think instead of soft-kill APS you'll be able to choose an ECM jammer in place of it that will behave a bit differently.

And can u add E.R.A.to the mech?
Eventually. It might show up as just more armor layers that unlock.
Hewwo there, it’s me again (though you probably don’t remember, it’s been quite a while 😅). I’m the guy who once offered to help with coding on Linux despite not really knowing game dev yet. Anyway, I just wanted to say I’d love to contribute in the future when you eventually move Landsword from GMS 1.4 to GMS 2 (even if that’s still years away). By then I’m hoping I’ll have leveled up enough in GMS 2 to be actually useful — think of me as a willing intern with plenty of elbow grease. For now, I’ll just keep cheering from the sidelines (and throwing some monei at the project 💸). Thanks for keeping the dream alive!
John Nitpick here to uphold the mantle of unemployment and provide unsolicited feedback on other people's hard work.
The K41's laser being coaxial makes less sense - in my opinion - than the laser simply having it's own dedicated housing with an articulated mirror on the turret roof. A roof-mounted laser enables the expensive laser generator to be housed inside the vehicle, allows the installation of an articulated mirror (likely larger than that of a barrel-mounted laser, because the unit's weight is no longer slowing down vertical traverse of the main cannon), enabling the weapon to engage a wider range of targets with more precision (such as aircraft and missiles, something a full-size tank turret would struggle to track) and allows the mirror to pull double duty as a high quality sensor - something that a standalone unit on the tank barrel can't do.
The removal of a barrel-mounted laser would also allow the K41 to mount a coaxial machine gun - which is arguably more effective as an anti-infantry weapon to due to its ability to create a beaten zone visible to the enemy (thereby increasing the its suppressive capability), whereas the suppressive fire of a laser is less noticeable due to it's greatly decreased visual and audio signature.
Having a roof-mounted laser would also provide some gameplay alterations that I think would be interesting to play around - even if the laser can't engage the player directly, having it intercept munitions like rockets and spiderbombs would make the K41 much better in the heavily-armored standoff role its description seems to imply it is meant to fulfill. I personally think it would go a long way to detrivializing an enemy to whom my normal response is to sit behind a building and lob spiderbombs and grenades at.
I fully agree. Looking back at the art I drew, the laser was actually supposed to be the small dome with a circle mounted on the right side of the turret, I messed up calling it "coaxial" while rushing the descriptions due to time constraints. I will be revising all of the art and writing over time, I'm not happy with it.
There's also going to be some much heavier tanks in the game later on that'll be almost twice the size, featuring both APS and laser weapons to stop the player's missiles. They probably behave sort of like a hybrid between the K41/Minotaur and the C-RAM turrets
damn this update is good
some more ideas since its been months after i suggested some again:
- EMP grenades that stun mechanical enemies but not organic ones
- a new powerplant/engine, specializing specifically in overdrive but lacking in every other stat
- a new melee weapon that is effectively the laser, but you dash when you attack with it and has a cooldown, like a lance if you will
- after some testing, the current melee has too little range and is hard to use effectively, so maybe make it slightly longer in range
- a funny idea, add a preset or anything along the lines of a tin can going at 300km/h because why not
(edited) i used the spider bomb a few times, but for some reason it bugs out sometimes, specifically it goes away from the crosshair instead of towards
Thanks for playing it again!
- EMP grenades that stun mechanical enemies but not organic ones
This could be useful for disabling special targets like the command centers, I'll see about adding it.
- a new powerplant/engine, specializing specifically in overdrive but lacking in every other stat
Admittedly I'm currently considering removing different powerplant options since I don't think I can make each of them distinct enough, but I'll see how that effects gameplay.
- a new melee weapon that is effectively the laser, but you dash when you attack with it and has a cooldown, like a lance if you will
Something like this is planned, a "plasma lance" weapon.
- after some testing, the current melee has too little range and is hard to use effectively, so maybe make it slightly longer in range
It's supposed to be super close range for cutting down buildings and mostly acting as an emergency weapon, but upgraded versions with further range will come later.
- a funny idea, add a preset or anything along the lines of a tin can going at 300km/h because why not
Sorry, I'm not sure what you mean by this. Do you mean a super fast movement option?
(edited) i used the spider bomb a few times, but for some reason it bugs out sometimes, specifically it goes away from the crosshair instead of towards
A few people reported this glitch on the seventh mission as well. Its pathfinding is super basic so you need to keep the reticule close, I do plan on fixing it.
Thanks again!
I am glad I remembered to look this game up, I got it wishlisted now!
The issue is if you follow new indie game releases after a few months nobody can remember all the names without a list so going on steam was the right move, even if you now take your time to get things right.
And I also wanted to ask about 4:3 and 21:9 support, not sure if you already got this but would be nice for CRT users and ultrawide monitors. Being able to enjoy the game on many displays is always a huge plus if it doesn't take very long to implement!
Thanks for wishlisting it on Steam!
And I also wanted to ask about 4:3 and 21:9 support, not sure if you already got this but would be nice for CRT users and ultrawide monitors. Being able to enjoy the game on many displays is always a huge plus if it doesn't take very long to implement!
It's a little bit difficult to implement due to the unusual resolution and pixel art, but I do plan to have support for 4:3, even if it means having some black bars. Ultrawide would require a lot of changes to the UI and how things are being drawn I'm afraid.
Not sure how much simpler it would be but some games make a compromise for ultrawide where they keep the HUD at 16:9 and just render more of the game on each side of it. That might be much simpler if it doesn't require the HUD to adapt to another aspect ratio.
Either way I am looking forward to the game!
IT'S AWESOME! As a fan of Metal Gear playing in a similar weapon to Metal Gear Rex makes me happy as a little boy in a candy shop. The gameplay is smooth and the controls are fast and really satifying and in general the fighting is fantastic, i hope that later on you will add some bosses. Also the emodels in the intel tab are really good! and i saw what you did with the pilot of our mech.
anyways 10/10 when it will be released on steam it will be a must buy! thanks Mezzsoft!
sorry for the bad spelling.