Mutant Gangland is a fast, neat and simple turn-based-strategy game where mutants fight robots . Build units, Conquer buildings and use them to Fund your army. Battles are short but the game packs 50 quick battles and a level editor to design your own maps.
I first introduced you to this game back in November 2013 with it's promising visual style and game-play, what is pleasing to hear is that have taken tester feedback and will be adding online play in future, how about that!
The plan is to release the game on itch.io at the end of this month, it will still be an early version so don't go into it expecting the full experience just yet.
Early Access Features
- 8 maps (7 normal battles, 1 skirmish map)
- all 8 commander profiles available (and as playable units further down the road)
- A level editor for custom maps
- Player vs AI/AI vs AI + local multiplayer matches (hotseat mode)
- DRM free for all platforms (Windows/Linux/Mac and Android), distributed via itch.io - (for now, due to it's ease of use and no cumbering clients) in a buy once get it on everything I can build for fashion.
Not only that the developers have decided to Open Source the engine:
Watch their impressive new trailer:
Everything looks pretty tight in that trailer and I cannot wait to get my hands on a copy to mess about with, what do you think folks?
I first introduced you to this game back in November 2013 with it's promising visual style and game-play, what is pleasing to hear is that have taken tester feedback and will be adding online play in future, how about that!
The plan is to release the game on itch.io at the end of this month, it will still be an early version so don't go into it expecting the full experience just yet.
Early Access Features
- 8 maps (7 normal battles, 1 skirmish map)
- all 8 commander profiles available (and as playable units further down the road)
- A level editor for custom maps
- Player vs AI/AI vs AI + local multiplayer matches (hotseat mode)
- DRM free for all platforms (Windows/Linux/Mac and Android), distributed via itch.io - (for now, due to it's ease of use and no cumbering clients) in a buy once get it on everything I can build for fashion.
Not only that the developers have decided to Open Source the engine:
QuoteBesides this we've also decided to Open Source the game's source code for non-commercial use, alongside the binaries of the game. Reason for this, besides allowing anyone to change it to their taste or tinker with it, is to allow those that bought it to play it/build it on platforms I cannot support (or build for).
Watch their impressive new trailer:
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Direct Link
Direct Link
Everything looks pretty tight in that trailer and I cannot wait to get my hands on a copy to mess about with, what do you think folks?
Some you may have missed, popular articles from the last month:
Quoting: Quote from tigerObviously a rip of the old Game Gear game "Head Buster", but it's even worse since Head Buster had attack animations for all available robots and weapons.I wonder if the developer was partly inspired by this for some of the unit designs? Hardly a "rip", there are masses of turn based strategy games and plenty came before that game you link to.
http://youtu.be/J1GG-bpUiKg?t=6m3s
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Quoting: Quote from tigerObviously a rip of the old Game Gear game "Head Buster", but it's even worse since Head Buster had attack animations for all available robots and weapons.Actually, to my shame, I've never heard of Head Buster before. MGL was actually inspired by the wars series by Intelligent System. As far as units go nothing to do with Head Buster or any thing else. Thomas did some rough sketches and worked our way up from there: Here's how they all evolved: http://i.imgur.com/bwu2bs9.png
http://youtu.be/J1GG-bpUiKg?t=6m3s
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Ah good, you should add attack animations like Head Buster, if a small game gear could do it you too!!! It adds a lot to the game
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Quoting: Quote from tigerAh good, you should add attack animations like Head Buster, if a small game gear could do it you too!!! It adds a lot to the gameMight be a possibility in the future. Requires lot of art assets to be made. Once we establish the final unit design (Thomas si currently re-making a new batch of unit sprites) then we can consider battle animations. Thanks for the suggestion though :)
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