MF-01 Aerostrike
A downloadable game for Windows
Alone in a far away planet. Surrounded by hostile pilots. The only way out is through sheer skill. Jump into the MF-01 Aerostrike and fight for survival. Fight to return to your family.
Big dogfights await you. Hundreds of enemy ships, of all kinds and sizes. You must make your way through a large underground complex. Find a way to escape the planet alive.
Along the way you may find useful equipment. Weapons for various roles and purposes. Modules to give you an edge in combat. Upgrades to enhance your capabilities.
Beware of experienced foes. Opponents that have made a name for themselves, flying unique vessels with their own set of powerful gear. Mercenaries, ace warriors, and leaders.
Now it is up to you. Fly into the great unknown, into the depths of steel and iron, and meet your fate.
You can also find the game on Steam:
https://store.steampowered.com/app/2303500/MF01_Aerostrike/
To contact support, send an email to: [email protected]
Official Developer Bluesky: @lmg3864games.bsky.social
Updated | 18 days ago |
Status | Released |
Platforms | Windows |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | LMG3864 Games |
Genre | Action, Shooter |
Made with | GameMaker |
Tags | 2D, Bullet Hell, Exploration, Metroidvania, Pixel Art, Sci-fi, Shoot 'Em Up, Singleplayer |
Average session | About a half-hour |
Languages | English, Spanish; Latin America |
Inputs | Keyboard, Mouse, Gamepad (any) |
Accessibility | Configurable controls |
Links | Steam, Bluesky, Mastodon, Tumblr, YouTube, Twitter/X |
Purchase
In order to download this game you must purchase it at or above the minimum price of $5.99 USD. You will get access to the following files:
Download demo
Development log
- Patch Notes - Hotfix 2.0.118 days ago
- Patch Notes - Version 2.0.025 days ago
- Plans of the Month - September 10th, 202494 days ago
- Plans of the Month - July 30th, 2024Jul 31, 2024
- Plans of the Month - July, 2024Jul 03, 2024
- Patch Notes - Hotfix 1.5.3Feb 15, 2024
- Plans for the FutureDec 19, 2023
- Patch Notes - Version 1.5.2Dec 11, 2023
Comments
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Hey, I've been trying to reach you about the SHMUP bundle through email, and we're all waiting only on you and another person. Could you please approve the bundle?
Here's a link so that you can do it: https://itch.io/bundle/2133/edit
Sorry for the delay, I just approved it.
Hi, I just had a quick go at the demo, and while I liked a lot of what I saw one thing that I found quite frustrating was the fact that enemies can appear and attack with little to no warning from offscreen, particularly in locked rooms where they spawn repeatedly, leading to unavoidable damage. The addition of some sort of onscreen enemy indicator beyond the radar display would be a big help. Best of luck with the game going forward!
Thanks for the tip!
I'll look into what I can do about it. On-screen indicators might not be the best, as some rooms can have over 10 enemies at once, leading to too much clutter. I'm thinking of adding a subtle enemy spawn sound instead and see how it works.
Perhaps another possibility would be for enemies to only spawn when the player is onscreen, or appear in more distinct "waves" that can more easily be indicated/tracked? Interested to see what you might come up with.
Right now the game spawns the enemies at the available spawn point furthest away from the player (all of which are manually placed). It does this for several reasons:
- To avoid spawning enemies right beside the player. It's no fun having a Titan materialize within slapping distance, and it looks weird too.
- To add a little breathing room between the enemy dying and a new one replacing it. Some battles also have a longer delay between enemy spawns for this same reason.
- To give the enemies an opportunity to flank the player, preventing them from just sitting in one place. The game doesn't try to spawn them right behind you, instead enemies may try different routes to reach you as the battle goes on.
Unfortunately I can't really change the spawning system as the whole game was already balanced around how it currently works. However, if I ever get the chance to make a sequel I do plan on trying different new spawning systems, including a more traditional wave setup. In fact, Rebel Ops already played a bit with this idea in a few missions.
Something else that comes to mind is having some sort of "portal" or the like appear for a few moments on the spot the enemy is going to spawn, to give the player a bit of time to reposition and react. Thanks for replying to me, and best wishes on your future projects.
looks cool. I will have to give the demo a try.
Thank you! Feel free to let me know what you think.
This looks so cool!
Thank you! :D