
Operation STEEL is a roguelike shoot-em-up rendered in hand-drawn art. Blow up loads of enemies, destroy huge bosses, find weapons, and upgrade your load-out between levels. Combat the electronic legion across 20+ procedurally generated levels!
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About
Operation STEEL is a roguelike shoot-em-up rendered in hand-drawn art. Find and upgrade weapons while combatting the electronic legion across the galaxy!
Procedurally generated levels with randomised enemy waves and pickups
Branching paths - select from 20+ levels
25+ weird and wonderful bosses
35+ unique weapons and items to find
Upgrade your ship between levels at the shop
Boss Rush mode
Online leaderboards
Awesome soundtrack by the amazing Dolphin!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
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.
positive critical· bar length = how often the theme comes up
Reviews
If you juge things by how they look on the surface, you'll find the price tag a bit steep for a "free flash game lol". But that's a mistake. [list] [*]There is something simple in the game feel with a pew pew vibe that just does the trick for me [*]Excellent handcrafted level design, very creative and varied, I always want to know what's in that next level [*]Solid weapon and upgrade design with plenty options to choose from [*]The gameplay loop works surprisingly well. I restarted 3 runs in a row, without rage quit. That's freakin' rare. [/list]
My only real critique of Operation STEEL is that the aesthetics, while highly competent, are a bit bland. In some ways it feels like a prototype to a greater vision. But what a promising vision it is, and this should not be a barrier to entry for anyone who has a love for both roguelikes and shmups. Way too often if I see a hybrid of the two genres the developer understands roguelikes quite well and really knows nothing about the fundamentals of what makes a shmup fun. Operation STEEL is the first attempt at this style where I've seen that the dev fully understands what makes a shmup fun, and adds in the roguelike elements around that and never sacrifices the shmup core. The game controls are tight. The weapons all feel strong. It's immensely fun to stack passive abilities until you're some ridiculous Voltron abomination of a ship. The boss patterns are creative and easy to read. The challenge is certainly a mountain but the peak is never out of sight. The game is straight up fun and without words always asking you to do just one more run.
"This is what you get when you buy Darius on Wish"... is what my clever snarky one-liner review would've been if this game stunk. But it's actually a fantasticly engaging shooter. Oh sure, it borrows a LOT of familiar elements; Darius, obviously, and some R-Type, and Gradius, and Raiden, and Asteroids, and ... too many others to list. But far from being the hodge-podge of recycled ideas it could've been, Operation STEEL bundles them together in a tight little "rogue-lite" package where the levels are procedurally generated and the powerup drops are "random"[*]. [*] The footnote on "random" is that you can pause the game to see the "SEED", so if you WANT to run the same drops again, you can write that down and enter the same SEED value for a future run (caveat that things get shuffled when you unlock something new, but once you've unlocked everything you're golden!). This alone is an innovative enough feature to earn the forgiveness of anyone who resented the other borrowed/reused ideas! All in all, this is a very impressive offering from what is pretty much a one-person dev team -- who, by the way, is still very active and responsive to bug reports and suggestions posted in the community discussions, almost two years after its release (which is a refreshing restoration of my faith in humanity). The difficulty curve ramps up quite nicely; it's not "bullet hell" like some of those Japanese arcade games that only gives you ONE way out of the grinder and screws you if you miss it... but it gets ALMOST that rough as you get into the final stages. There's a whole rainbow of weapon choices and secondary items and passive upgrades, to help you out wherever you are on the "spectrum" of shooter preferences. You'll just have to keep playing until you stumble across the perfect SEED that drops your ideal combination of goodies to make it through to the end!
Used to play a lot vertical shmups, didn't get used to this horizontal one at first. But this roguelike one has got my attention. Really lovely one. Love the art style, even though not quite my type, but elegant and niche. Edit: since last review have played a lot more, found this one is possibly yet the best roguelike shmup ever!!!
Got quite a bit more time logged on my itch.io copy. If you're looking for a rogue-like shmup done right - you've come to the right place. The shop mechanic is scoped to a run and the credits you earn are based on player performance - so there is no grinding up upgrades in this - which is good. The movement feels crisp and responsive and the bullet patterns are easy to read. It doesn't skimp on the content. There are loads of different levels (I still don't think I've encountered all of them) and several game modes.
More of a traditional shmup and less of a bullet hell, Operation STEEL gives you a lot of play options. The randomness of the weapon drops and shop items compliment the action of each stage. You never feel like you got a bad hand from the random elements, but you always get a unique play experience. Having different routes really gives it some replay value and I was happy to see so many unique bosses on each play through. Overall, a fun beginner friendly shmup.
roguelike shoot-em-up нарисованный вручную с процедурной генерацией https://youtu.be/l358dX2sEl4 I received a free review copy of this product from keymailer
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Absolutely brilliant game! I discovered this awhile back from the console release, but decided to buy it again on Steam to leave this review. A fiendishly addictive mix of roguelike survival and shmup gameplay. I will say it doesn't seem to like my HDR monitor and appears kind of weirdly washed out and then requires me to reset the HDR settings when I exit the game. But whatever--this game is fantastic. Get it!
As a small disclaimer/heads up. I actually am an up and coming indie developer myself. NORMALLY this would have no relevance, but long story short I actually became friends with the developer of this game while doing some networking and he was kind enough to provide me with a review key. To the developer of the game, you have my thanks and utmost appreciation. I won't be bias or anything, nothing more than me disclosing needed information. Now, on to the review Operation Steel is basically a passion project that right out of the gate SCREAMS and OOZES "Hidden Gem". Upon talking with the guy behind this (Will not be named for privacy concerns. He told me that schmups were his favorite genre to dip into during his arcade and Commodore 64/C64 days. And it shows. At it's heart, Operation Steel is a rogue lite schmup/rogue lite bullet hell Smörgåsbord that takes notes from the greats and at the same time, mixes and matches elements of them I feel like the game takes tidbits from the following: Starfox 64 Galaga and Galaga 88 Gradius Gyruss I'll take a brief moment to mention the quote on quote "non essentials" of this game (i.e. music, art, and things like that), then I'll move on to the gameplay elements, design choices, and inspirations further below. The art right out the gate took me back to my pre teen and teenager years playing flash and web browser or early Popcap titles.. It felt like inviting, vibrant and colorful but still basic enough to show it's here for the fun, not to have the visuals be center stage. The music gives off vibes that feel like a hybrid between Sonic, Bomberman, and Mega Man while definately screaming 90s and early 2000s regarding the vibes it gives off But make no mistake and don't let the basic looking presentation fool you. If anything, Operation Steel was reminding me of one of those HIGHER END (big letters=emphasis) flash games, It was designed to give off the vibes of a game that was made to suck in your money and emulate that difficulty without the need to worry about pouring in quarters, but still giving off that "just one more go" vibe while also keeping you entertained and kicking your ass. I mention this because, much like arcade schmup games of the 80s, 90s and early 2000s this game looks easy enough, but it's only easy to understand, and gets hard quickly. Harder than it looks is an expression that fits this game perfectly since it took me 3 tries to get past stage one. But thankfully this wasn't stressful. The unlocks and the vibes of the games atmosphere and meta progression do well giving off that "just one more go" hook of an arcade or arcade like game and therefore make it less stressful than you'd initially think I also see some light bullet hell vibes, especially because you need pixel perfect timing to dodge, but its a double edged sword because that also is how hit detection works The enemy designs and vibes feel like something out of a Popcap game and is creative enough at a basic level, but as they say, graphics don't make a good game, gameplay does. , Thankfully, in the gameplay department there are very few problems. Gameplay wise this feels like a rogue lite take on Gradius in regards to being able to mix and match different weapons and secondary powerups that you get from enemies you defeat. The game also adds just a PINCH of Galaga given the emphasis on horizontal scrolling and incentives to kill all the enemies as this gives you a score multiplier. Credits even play between stages, as this is your currency to upgrade and repair/enhance your ship between levels to further better your chances of survival Galaga 88 I also see comes into play with seeing how far you can go by displaying a similar map as you progress and when you get a game over. as well as being able to choose between two different ship types. The small Starfox elements come into the ability to pick between different planets during each run. Although one could argue that on a 2D Schmup "scale" for lack of a better term, this also feels a bit like Gyruss. Thankfully for those that want a bit of an easier ride, there IS a novice mode. Boss Rush and a Time Attack mode are also later unlocks if you as a player are craving something different. Top this off with the fact that the rogue lite meta progression giving new passive and primary upgrades for your ship and the fact that this game essentially "feeds itself" playtime, since the progression towards unlocks is based on score. Let me emphasize, your PROGRESS on the unlock bar is based on your time spent and score you have, which also is influenced by multipliers if you kill an entire way of enemy ships. The UNLOCK ITSELF however is your primary incentive to get a high score. In short, how long you last and how well you do factor into WHAT you unlock and WHEN you unlock it. A decepitvely basic/simple game but enough sprinkled into it's innards to make it stand up on its own and be more than meets the eye. Not the greatest thing ever, but a game like this just proves you don't have to always reinvent the wheel in order to make a fun game, just take things people like and know and change up enough for it to come off as "inspired by" rather than rip-off, and take your own spin on things to bring enough originality to the table (: I can absolutely see this as being a dumb fun hit. It's doesn't necessarily bring anything brand spanking new to the table as I already mentioned, but I can absolutely reccomend this as a sale buy or even full price if you want to show support. Just be sure you go in not expecting anything grand, but thankfully, what you get is pretty good overall. Here's to this game hopefully getting to Switch. I see this as a PERFECT game to port on there
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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