In the near future, the rising tide of oceans has turned the earth into a series of islands and they are all at war!

  • Futuristic, fast-paced RTS! (now)
  • Design your own island layout! (soon)
  • Battle your friends! (eventually)



  • Perform Recon by using missiles to locate enemy structures, Mechs and their three HQ buildings.
  • Break Through the Enemy Defenses by finding and destroying your enemy's anti-air batteries and ground defense turrets.
  • Defend your HQ by strategically placing your HQ and defenses to protect from enemy Mechs and Missiles.
  • Deploy your Mechs to engage in epic ground-based mech battles and to find and destroy the enemy HQ.


StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorKitbashGames
GenreStrategy
Made withUnity
Tags3D, Low-poly, Mechs, Real-Time, Real time strategy, Retro, Sci-fi, Tactical, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksTwitter, TikTok

Download

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Mechs and Missiles Nov 2023.zip 34 MB

Development log

Comments

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(1 edit)

Love this! been looking for Metal Marines inspired games for a long time, even thought about trying to develop my own.


Ive wondered how it would be to go real time during attacks (Compared to SNES MM), since that would be a big change in how we play. I do like the SNES "Cut-scene attacks" however, and the way you executed it was impressive. You managed to keep attacks controlled and observable while keeping the action going. Well done!


I'm curious, do you plan to keep the game close to the original with some quality of life improvements, or go beyond and and additional features (like new buildings)?


With regards to feedback,
in this early stage I expect you already have many things like graphics, tweaks and things like multiplayer planned.


When using mechs its a bit hard to predict how they will act at the moment, do you plan to limit their area of focus and if so it could be good to visualize it. Partly at the window when planning an attack but maybe also visualize it when observing the enemy island and/or on the cams up in the corner. 

- Since we in this game in contrast to in the original SNES MM might tends to act more aggressive since we lack time stops in between attacks. We also have the ability to overlap attacks, meaning you may base your decisions on ongoing attacks. I myself tend to spend as much time watching the enemy island as my own.


Ive noticed that mechs at the moment walk on water to reach their targets. Ive yet to notice if the mechs has a limited range or if they fly back simply because they are out of time.


When it comes to graphics, do you plan to keep a similar style to the original game?


I'm looking forward to play future versions and I'd gladly come back to the comments with more feedback and questions about the development.

Hey there! Thanks for taking the time to check out the game. Great to see get some fellow Metal Marine fans.


We just miss the original and wanted the core design to be similar to MM but make it quicker and more modern. Will definitely make tweaks on the way as we get feedback though.


For us next is to figure out an art style that can get us more players interested in the game. So doesn't necessarily have to be the original game. We are a small studio in LA working on this as a passion project; would love to get a community behind this so we can make it our main focus. (Suggestions on other ways to do this would be more than welcome)


In terms of features, we are thinking of adding a simple PVE campaign with escalating difficulty. Another tuning pass and AI tuning should also go far in our opinion. Game should feel a bit harder; we think. Multiplayer is definitely something we want to do; but a bit challenging given our team skills.


Good idea of the Mechs area of focus; we were also thinking about a timer of sorts (maybe Mech Energy) on the camera in camera to indicate how long the attack will last.

Thanks again for the feedback and support, we really do value it.

Thank you for making this little game, I enjoyed spamming the enemy base with missiles.

Hell yeah! Glad you enjoyed it. Any thing we can do to make it better? (aside from the obvious cosmetic improvements)

I was never quite sure what, if anything, my air defenses were doing. Maybe they have shorter ranges than I thought. 


I suggest looking to a kind of old game, "Moonbase Commander" for some inspiration on how air defenses could work. Essentially, anti-air is powerful, but can only fire sometimes, they need to first be neutralized with cluster bombs first so that they use up their ammo and then you can destroy them with powerful rockets or bypass them altogether.

Thanks for the recommendation. I purchased and played some Moonbase Commander. Improving clarity on AA is needed for sure. Next update I will use more unique sound and vfx for AA shooting a missile down so it doesn't look so much like the missile hitting a target.
AA does have a reload time but it is very short right now. I'll experiment with extending the time, but I think it will also need to go in hand with logic changes to make the firing a little smarter so there are not wasted extra shots once a missile is successfully hit.

Awesome. I look forward to testing it out once you've had some time to make some changes.