This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Project Land Mineded
 This topic has been pinned, so it's probably important
MarsEdge  [developer] Mar 17, 2014 @ 10:54am
Bugs / Feature Requests
If you find any issues with Project Land Mineded, or think of some new thing you want in it, post that here.
< >
Showing 1-9 of 9 comments
Lazy Narwhal Mar 18, 2014 @ 2:37pm 
When you have time, look into changing the HUD. The UT3 display in the bottom right ruined the feel for me. Also, consider displaying more of the weapons in the video.
Last edited by Lazy Narwhal; Mar 18, 2014 @ 2:38pm
armamentsRegent Mar 28, 2014 @ 9:41pm 
Since I'm looking for Oculus sdk 2 games I was wondering, will this have positional tracking support? If so, I would definitely buy it as it looks like an awesome game and a really cool rift experience!
Last edited by armamentsRegent; Mar 28, 2014 @ 9:42pm
MarsEdge  [developer] Mar 30, 2014 @ 6:17pm 
@Homsar
Yes. I preordered a dev kit 2 as soon as it went up for sale. I absolutely intend to get it working with positional tracking. The only potential issue is that I'm using the Oculus UDK. If they do not update it for the new dev kit, I won't be able to make that work.
armamentsRegent Apr 2, 2014 @ 5:34pm 
I really hope it works then, I would love to buy this!
Byrius Apr 15, 2014 @ 5:00pm 
Me and my friend actually went and played this game at the Heartland Gaming Expo in Tulsa a few weeks ago. It actually IS a very interesting concept, but it is also lacking in a couple of areas in my opinion. The emphasis on the land mines is a little low, because while we were playing, it seemed like the land mines were just there. We weren't really paying attention to them, because it seemed like they didn't affect us very much. Maybe if there were multiple kinds of landmines, damage buffs, etc. it would be a grander feature. Currently, when we were playing it, it seemed to lack very many animations to be seen. It just seemed like character models sliding around the screen. In conclusion, I think that this is an original concept, with much promise for the future, but it seems a little underdeveloped at this time. But I can understand this, because the person working on this (Correct me if I'm wrong) is the only person actually making the game. That's at least the feel I got at the expo. So I am willing to be patient, taking that into consideration. I also beleive that the author of this project won an award at the expo. Overall, I believe that if this game is developed more and nurtured (More weapons, more mine emphasis, animations, possibly even better graphics and textures if possible, etc), that it could actually become a fun, original game that I would most certainly buy.
MarkeD Jul 28, 2014 @ 3:13am 
The game looks good and there are not so many bugs.
MarsEdge  [developer] Jul 28, 2014 @ 8:31am 
@DangerousPig
lol. You say that right as I'm preparing a bugfix release. Try 0.3.3.1. It's even more stable. I'm still tweaking the balance, but it should be better now.
Tortilla Terrorist Feb 24 @ 7:19am 
Make the walls at the edge of the map slightly angles in different places so the mines will fly in all directions
MarsEdge  [developer] Feb 24 @ 8:58am 
@Tortilla Terrorist
Thanks for the input. I have a couple new maps in the works and I’m finishing up a refresh of the Albatross map. One of the reasons I’ve been using rocks is that they make the bullets ricochet in different directions. So far, I’ve kept the outer walls flat in most of my maps. The reason for this is to promote trick shots. I always want it to be possible to ricochet a bullet all the way across the map. Adding slight angles is something I hadn’t considered, but I’ll definitely look into it going forward.
< >
Showing 1-9 of 9 comments
Per page: 15 30 50