A downloadable game for Windows

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Darling, we have Gundam at home.
Darling, we have Armored Core at home.

What is project IYO

Project IYO is a third and first person story driven mecha shooter. You take control of Koonay, an upcoming mecha pilot who under the careful watch of Azalea, executes high priority missions. The type of mech she pilots is called a caliboor, a high mobility flying/walking combat mech. This game is heavily inspired by Armored core 6 and the Gundam franchise.


Playable teaser

This is a teaser of things to come, dont confuse it with a demo please! The difference is in scope and feature palette. This product only has half the features of the base game. Between the missions it is planned that the player is on foot as Koonay. Youll be exploring the Bismarck, the baseship where your mech is always returning too. Here in the future you will be able to talk to the other crew members, explore the ship and learn about the universe/lore i created.


Key features

  • Pilot a unique mech
  • Cockpit perspective or Thirdperson
  • Fully Voiced
  • Switch our your equipment and weapons
  • Shoot down enemies and collect credits
  • A unique new world without humans
  • An ever expanding lore based on books i am writing (I am trying hard ok!)


Future plans

It is my plan to turn this game into a fully fledged commercial title on steam! For that i need your help! Please join the discord community and spread the word! I also have a Kofi available in case you want to drop some money!


Links

Kofi: https://ko-fi.com/ladyglinnevier

Discord: https://discord.gg/4frr5m4V8P

Bluesky: https://bsky.app/profile/filthy-dragons.bsky.social

Updated 26 days ago
Published 28 days ago
StatusReleased
PlatformsWindows
AuthorGlinny | Felicitas
GenreAction
Tags3D, First-Person, Mechs, Third-Person Shooter

Download

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Click download now to get access to the following files:

Project_IYO_005_RC_B.zip 549 MB

Development log

Comments

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(+1)

Looks neat. I know this is a different concept but with some changes this could become a great Descent like 6 degrees freedom game. 

Please let me know about these changes and what did you find so cool about the descent game! <3 Thank you

(+1)

Descent came out really early in 1995. It was still all Doom back then...our feet was firmly on the ground :-)

There were of course space sims but even there you had no real feeling that you have 6 degrees of freedom because you were basically surrounded by nothing....space.

Descent 1 devs came along said....hmm, let's build a simulator but you get to play WITHIN the confines of closed spaces. Let's make maps that utilize this 6 degree of freedom and since now we were not in space the player could really appreciate that sometimes the floor is the ceiling. You entered a vertical shaft and suddenly the walls were the floor etc.

The game had such an impact (and was still financially not so successful) that to this day there are still people around trying to bring the essence of the original back. Forsaken, Miner Wars, Descent 3, Sublevel Zero (roguelite) and a huge project called Desecrators on Steam now. 

Meanwhile people from the original Parallax Crew are working on Ships That Fight Underground (STFU!). 


As for changes...you need a solid first person view. Third person reveals too much and takes away from the mind-bending aspect of the experience. 

You need levels that thrive on the 6 degrees. I think  I have seen smaller projects where you piloted a spaceship and you flew from room to room but the you always had the floor beneath you and the ceiling above you. The player just could have just walked. No good.

Weapons: yes you are inside mines (great choice by the original Devs) but you are still flying a modified spaceship. Descent was fairly straightforward with its lasers but later Descent-likes introduced rockets that upon explosion created a gravity field, pulling nearby enemies there, or missiles with cameras so you could guide it to your target just around the corner. Drones with cameras, drones who would help you find keys or even more. 

The color palette: many Descent clones play extremely well (Forsaken, Overload) but - and I know this is a technical issue - everything looks the same. Descent 1 used a very wide range of colors, you had no problem identifying what you were fighting. Compare System Shock 1 original to the remake. I'm either watching a neon show at times or I'm stuck because everything is the same color or shade of color...can't tell if I'm facing a wall, a door, or something else. 


Well, sorry for the long post but I hope I was helpful. Strictly my two cents as somebody who grew up during the 90s. 


PS: I really like Project THF and that you grasped one the greatest strength of the game...the non-linear level design. Been a while since I played it, hope you won't abandon the game. 


Kind Regards

Peter from Hungary


Thanks peter! That was good feedback! :) I definitly feel the same! I think you will come to like project iyo in its final form alot!

Thank you for being here! I hope i dont dissapoint!