
Triangle Service presents the essential arcade experience! Power up your ship, evade enemy fire, and blast your way to the final boss in DeltaZeal!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Deltazeal is a classic 2D arcade shmup which is still very exciting today. Triangle Service hit a nice plank in the arcades with this title. The USP of the game is that you can combine your 3 different weapon types. Unlike many classic shooters, the new weapon is not replaced by the old one. This offers a variety of taltic depth in the game and provides more variety. The levels are also varied and the music underpins the pretty backgrounds very aptly. Overall, I really like the soundtrack here. Deltazeal reminds me of Raiden, which is also one of my favorites. However, the level of difficulty is just as stubborn. You should really start with "Very Easy" and work your way up. A very successful shmup, which I turn on and play again and again. My absolute favorite part of the "Zeal" series. The only criticism I have is that you can't always see the enemy bullets exactly because they have a similar color to the other projectiles.
This is a good game because no enemy spawn behind you. https://www.youtube.com/watch?v=MOIABMrRjbE
一款生错了时代的游戏,如果当年能早出几年不会是这种结果 抛开画面和表现力来说,游戏本身其实还不错的,喜欢STG可以试试
Tried to play it this evening and it just won't start, just get a blank screen. It used to work, but doesn't any more...
very kool
DELTAZEAL is a deliberately old-school vertical shoot ’em up that proudly embraces its arcade heritage, offering a tightly focused experience built around precision, memorization, and strategic weapon management. Developed by TRIANGLE SERVICE and published on Steam by KOMODO, the game is a revival of an early-2000s arcade title that wears its era on its sleeve. Rather than modernizing the genre with accessibility features or cinematic flair, DELTAZEAL commits fully to the traditions of classic arcade shooters, making it clear from the outset that it is designed for players who appreciate challenge, repetition, and mastery. The core gameplay places you in control of a combat craft flying vertically through a sequence of intense military-themed battlefields. Enemies pour in from all directions, ranging from small aerial units to heavily armored ground forces and elaborate multi-phase bosses. Movement and shooting are immediately responsive, reinforcing the importance of precise positioning and quick reactions. Survival depends less on raw firepower and more on understanding enemy patterns, bullet trajectories, and the safest routes through increasingly dense barrages. One of DELTAZEAL’s defining mechanics is its weapon gauge system, which adds an unusual layer of strategy to the familiar power-up formula. Instead of simply upgrading a single weapon, collected power-ups fill slots in a ten-segment gauge, and the distribution of those slots determines your offensive capabilities. Players can commit fully to one weapon type to unlock extremely powerful versions, or spread upgrades across multiple weapons for flexibility and coverage. This system rewards planning and adaptability, as committing too early to one approach can leave you vulnerable in later stages if conditions change. Complementing this system is the Black Hole attack, a charged special ability that can erase enemy fire and deal significant damage when deployed correctly. Its use introduces meaningful risk-reward decisions, as timing it too early wastes its potential while holding it too long can lead to unnecessary deaths. Because this mechanic also ties into scoring, experienced players are encouraged not just to survive, but to optimize its use for maximum efficiency and point gain. This integration of defense, offense, and scoring reflects the game’s arcade roots, where high scores and performance were just as important as reaching the ending. Visually, DELTAZEAL relies on detailed pixel art and a grounded military aesthetic. Tanks roll across deserts, aircraft swarm the screen, and massive bosses dominate the battlefield with mechanical complexity. The art direction favors clarity and density over spectacle, though this can occasionally work against the player when explosions, bullets, and background elements overlap. While the visuals may feel restrained compared to modern bullet-hell shooters, they remain faithful to the genre’s late-90s and early-2000s arcade sensibilities. The game’s structure reinforces replayability rather than narrative progression. With multiple branching paths, hidden routes, and score-driven incentives, DELTAZEAL encourages repeated runs to fully explore its content. Arcade Mode delivers the traditional full experience, while score-focused modes allow players to practice and refine specific stages. Online leaderboards and replay features further support competitive play, reinforcing the idea that the “true” completion of the game lies in mastery rather than a single clear. Difficulty is unapologetically high, especially for players unfamiliar with arcade shooters. Limited continues, strict hit detection, and escalating enemy density can make early attempts feel punishing. However, this challenge is consistent and fair within its design philosophy. Deaths often feel like lessons rather than random setbacks, and improvement comes through memorization, pattern recognition, and disciplined execution. For genre veterans, this difficulty is a major part of the appeal; for newcomers, it can be a steep barrier to entry. Ultimately, DELTAZEAL stands as a strong example of uncompromising arcade design preserved for modern platforms. It does not aim to broaden the shoot ’em up audience or soften its edges, instead offering a focused, demanding experience that rewards dedication and skill. For players who enjoy classic vertical shooters, strategic power-up systems, and score-chasing depth, DELTAZEAL delivers a satisfying and authentic slice of arcade history. For others, its rigidity and challenge may feel dated, but that very inflexibility is what defines its identity and enduring appeal. Rating: 7/10
シンプルなショット&ボムに見せかけて、3種類のパワーアップが累積して千変万化な組み合わせショットのSTG。 かなり王道スタイルな足の遅い自機で緊急ボムしながらピンチを切り抜けるタイプ。 道中の攻略具合で難易度が上がったり下がったりと初心者から上級者まで楽しめる仕様。 …って言いたいけどラストステージだけ、どこで死んでもステージ頭からやり直しなのが正直きつい…。 練習のためのスコアアタックの解放条件も全クリってとこがまず破綻してる。 失敗したらもちろん最初からやり直して練習のチャンスすらもらえない。 メーカーとしては最終ステージだけはガチってほしいのかもしれないが、ただただ時間泥棒。 ほんとそれだけで評価を下げざるをえないのが残念で悲しい。今からでもアプデを望みます(笑)。
[h1]라이덴 2가 생각나는 게임이였습니다. 세밀한 도트 퀄리티에서 눈이 즐거웠네요.[/h1] [b]10개까지 스톡할 수 있는 빨파녹 아이템의 조합에 따라 기체의 성능이 결정되는 무기 체계 시스템이 독특했습니다.[/b] 7 스테이지까지 진행하나, 3, 5 스테이지는 분기가 2개로 갈라지기에 총 9개의 스테이지가 있는 셈이며, 또한 1, 2, 4 스테이지의 경우 특정한 행동을 취했을 시 샛길로 진행되는 히든 루트를 알아내는 것도 흥미로웠습니다. 도전과제에서 히든 루트를 간접적으로 언급되고 있습니다. 폭탄과는 별개로 기 모았다가 좁은 영역으로 탄 소거 해주는 스페셜 웨폰은 쓰기 쉽지 않았지만요. 그러나 난이도는 어려웠던게, 특히 마지막 스테이지는 컨티뉴했을 시 처음 지점으로 돌아가는게 악랄했습니다. [spoiler]근데 익스텐드는 없는데다, 잔기 설정하는 옵션도 없는데, 최종보스는 4 페이즈까지 있다는게 정신이 나갔다고 생각하네요.[/spoiler] 거기다 게임 외적인 불만으로 [b]윈도우 10 기준으로 풀스크린이 제대로 작동이 안됩니다.[/b] 전체 화면으로 시작하면 게임이 너무 빨라져서 진행 불가 수준이 되고맙니다. 때문에 쾌적한 화면으로 즐기기 위해선 Borderless Gaming이라는 프로그램의 도움을 받아야했습니다. 그래도 고전게임 슈팅 스타일이 제 취향이였고, 1면 보스, 3A면 보스, 5A면 보스는 페이즈에 따른 형태 변화가 다양하고 이를 공략하는 맛이 있었기에 별점 5개로 매기자면 3.5개라고 생각합니다. 소소한 팁을 주자면 플레이어 기체의 피탄 판정이 탄막 슈팅 장르에 가깝게 작은 편이고, 2P 기체는 1P보다 이속이 빠릅니다.
If there was ever a ''diamond in the rough'' or a ''hidden gem'' then this one counts, it really counts. This game has something most other games can't seem to understand, good, grimy, muddy and downright rough looking pixel art that gives the game an authentic feel, it reminds me a lot of the old RAIDEN TRAD game, in a very very good way. The music is outstanding, gotta give props to level 3 music the most. The powerup system is interesting, and quite fun and challenging that ends up rewarding. The only downside is that it's incredibly hard and almost unfair at times, i really hate the split second it takes from when the bullet hits and u lose, thinking u got away with it, but u actually lost. Starting the game with 2 credits and then eventually 3 is not enough for most casual players, but u do end up getting good at it, and u notice u get a bit farther each time. If u love the genre and find it cheap, get it, it is a good game.
美术很棒的STG游戏,但是有许多关卡的背景速度太快了,,, 有点晕车,不对晕机 特别是后面有一关在海上面,就是那个红色的海水那关,飞机一下左飞,一下右飞,一下急停,一下猛地加速。。。。。晕的不行。。。。。 超级晕。。。。 。。 果然STG还是不能太奔放了。。。。 雷电5就是个反面教材,,,, 不过游戏也有高手排行榜和记录,很不错
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