Operation STEEL: Roguelike Shmup

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Post Reply
User avatar
Leander
Posts: 69
Joined: Thu May 09, 2019 1:23 am
Contact:

Operation STEEL: Roguelike Shmup

Post by Leander »

Image

Operation STEEL is a shoot-em-up with roguelike elements (procedurally generated levels.)
I released it a couple of days ago on Steam and itch.io!

I tried to keep fun arcade-style shooting while adding a bit more randomness and variety to your standard shmup.

Image

If you're interested in trying something a bit different I'd love if you gave it a go and leave some feedback.
There's a free demo available on each site if you want to try it :)

Thanks!
User avatar
banjoted
Posts: 155
Joined: Mon Mar 07, 2011 11:16 pm

Re: Operation STEEL: Roguelike Shmup

Post by banjoted »

Hey dude. I've had my eye on this game but to be honest with you, the thing that stops me pulling the trigger is the procedurally generated levels. Shmups live or die on their level design and I struggle to imagine how well everything can work without being deliberately and carefully crafted? Best of luck with the launch tho, mate. I always love to see new shmups do well x
User avatar
Leander
Posts: 69
Joined: Thu May 09, 2019 1:23 am
Contact:

Re: Operation STEEL: Roguelike Shmup

Post by Leander »

banjoted wrote:Hey dude. I've had my eye on this game but to be honest with you, the thing that stops me pulling the trigger is the procedurally generated levels. Shmups live or die on their level design and I struggle to imagine how well everything can work without being deliberately and carefully crafted? Best of luck with the launch tho, mate. I always love to see new shmups do well x
Thanks for the well-wishes :)

I agree it's definitely not for everyone, but there is a demo if you're curious to see how it plays out. The levels are made of waves of enemies, and the waves are generated based on a few rules to attempt to make them interesting. I've had some good feedback about how the waves feel more hand-crafted than just random (but y'know - people are nice!)
User avatar
To Far Away Times
Posts: 2060
Joined: Tue Sep 11, 2012 12:42 am

Re: Operation STEEL: Roguelike Shmup

Post by To Far Away Times »

banjoted wrote:Hey dude. I've had my eye on this game but to be honest with you, the thing that stops me pulling the trigger is the procedurally generated levels. Shmups live or die on their level design and I struggle to imagine how well everything can work without being deliberately and carefully crafted? Best of luck with the launch tho, mate. I always love to see new shmups do well x
I agree I am a larger fan of static, memorizer levels. I have an R-Type avatar, kinda says it all. But I played Steredenn, which is procedurally generated, and it works better than it has any right too (with no cheap sections as far as I could tell). I'm always up for people trying to push the genre forward. Best of luck to the OP.
User avatar
BloodHawk
Posts: 160
Joined: Thu Jul 30, 2020 3:49 pm

Re: Operation STEEL: Roguelike Shmup

Post by BloodHawk »

I picked this up last night on Steam and am enjoying it so far. I know there are certain trade-offs that have to be made when you go with procedurally generated levels. Going into it I was worried about things like the levels being "too bland", but after the first couple stages I see where you mixed in some hazards like fire streaks, worms, and volcano boulders coming out of the ground which helped keep things interesting.

I only played about an hour and managed to get one clear, but my only complaints so far are trying to distinguish coins from some of the enemy bullets when the screen gets busy (I probably just need to get more used to it) and some of the bosses seems to be on the "tanky" side. I know the Dragon is one of the last stage bosses so it should be a longer fight than usual, but even with my shot upgraded to max power it felt like that fight went on longer than needed. This was with the "default" shot though, maybe once I unlock more powerful weapons down the road it will help offset that.

After reading the background in the ending credits and seeing this is your first game, I think you have done a good job. I myself lately have been getting burnt out on STG's to the point where most of them are starting to feel like "Memorizers" more than usual and this seems to be a nice change of pace.

UPDATE:

Played for a few more hours and unlocked all of the weapons. Having some leveled up damage-dealing passive abilities paired with a maxed out primary shot helped address the boss tankiness in the later stages so it feels right.
User avatar
Leander
Posts: 69
Joined: Thu May 09, 2019 1:23 am
Contact:

Re: Operation STEEL: Roguelike Shmup

Post by Leander »

BloodHawk wrote:I picked this up last night on Steam and am enjoying it so far. I know there are certain trade-offs that have to be made when you go with procedurally generated levels. Going into it I was worried about things like the levels being "too bland", but after the first couple stages I see where you mixed in some hazards like fire streaks, worms, and volcano boulders coming out of the ground which helped keep things interesting.

I only played about an hour and managed to get one clear, but my only complaints so far are trying to distinguish coins from some of the enemy bullets when the screen gets busy (I probably just need to get more used to it) and some of the bosses seems to be on the "tanky" side. I know the Dragon is one of the last stage bosses so it should be a longer fight than usual, but even with my shot upgraded to max power it felt like that fight went on longer than needed. This was with the "default" shot though, maybe once I unlock more powerful weapons down the road it will help offset that.

After reading the background in the ending credits and seeing this is your first game, I think you have done a good job. I myself lately have been getting burnt out on STG's to the point where most of them are starting to feel like "Memorizers" more than usual and this seems to be a nice change of pace.

UPDATE:

Played for a few more hours and unlocked all of the weapons. Having some leveled up damage-dealing passive abilities paired with a maxed out primary shot helped address the boss tankiness in the later stages so it feels right.
Thanks for giving it a go!
I think I will err on the side of caution and reduce the boss health a little in later levels. There is always hard mode if it gets a bit too easy :)
User avatar
Leander
Posts: 69
Joined: Thu May 09, 2019 1:23 am
Contact:

Re: Operation STEEL: Roguelike Shmup

Post by Leander »

I'm resurrecting this thread to announce that the game just got released on Nintendo Switch:
https://www.nintendo.com/us/store/produ ... el-switch/

It's on discount for launch week, give it a go if you're keen to try something a bit different :)
frelanhardware
Posts: 3
Joined: Fri May 31, 2024 1:54 pm
Contact:

Re: Operation STEEL: Roguelike Shmup

Post by frelanhardware »

Procedurally generated shmups can be a gamble, but it sounds like you've struck a good balance between keeping things fresh and offering that sweet, sweet STG challenge. BloodHawk's point about memorization burnout is real, so having a roguelike twist is a great way to mix things up.

For anyone on the fence, especially those who like their shmups on the go, this sounds like a great pick, particularly with the launch discount. I'll have to check out some gameplay footage to see how those procedurally generated levels hold up!
PC Engine Fan X!
Posts: 9075
Joined: Wed Jan 26, 2005 10:32 pm

Re: Operation STEEL: Roguelike Shmup

Post by PC Engine Fan X! »

This Operation Steel stg title is a mere 229mb d/l (currently at v1.4.7) and runs at a silky-smooth 60fps framerate overall presentation -- looks great running on a OLED Switch setup. Leaderboard support seems to be local based only and not online (even if Switch's wi-fi is activated).

I see that the Steam version got a price match to coincide with the release of the Switch port of Operation Steel -- both at $9.99 usd (the Switch port is on sale for $7.99 usd right now and save $2.00 off of the initial regular asking price).

You, initially, start off with the "Cid Cobra" fightercraft and after spending some time with it, the locked "Pignon" fightercraft is unlocked to be used at your disposal. Collect coins dispensed within various stages to spend on upgrades in the shop type of deal.

You can pause the OS stg by simply pressing the "+" button on the right-side JoyCon, press button A to resume gameplay.

Button Y activates your main weapon while button X unleashes a devasting "Bomb" attack (I like the subtle nod towards Toaplan's Truxton's "bomb aplomb" visual nod/tribute when it's deployed). By releasing button Y, you automatically collect all coins, crystals & powerups in your general vincinty.

Up to eleven letters and numerals maximum can be entered at the Game Over screen and saved for posterity. Select "End" command prompt to register your high score initials with button A.

The more you play this OS stg, you'll unlock the "Plasma" weapon within a few sessions indeed (as indicated by a blue colored status bar shown on the Game Over screen -- when the status bar is filled up to the max on the right side portion, a new "unlocked" item becomes available at your disposal).

Upon destroying an end-stage boss, you can pick one of three items to best benefit you on the next stage (including "repair" which raises your health bar up a notch as you have three health bars altogether at the start of a new session, if maxed out at three bars, the "repair" option won't make an appearance period). This particular "three item selection" after a boss is defeated, is featured in the Crimson Clover stg also.

PC Engine Fan X! ^_~
User avatar
Leander
Posts: 69
Joined: Thu May 09, 2019 1:23 am
Contact:

Re: Operation STEEL: Roguelike Shmup

Post by Leander »

Hah, well thanks for the rundown, even if it sounds a bit like the game was analysed by an AI :lol:
User avatar
guigui
Posts: 2227
Joined: Mon May 26, 2008 1:02 pm
Location: France

Re: Operation STEEL: Roguelike Shmup

Post by guigui »

Will there be a demo for the Switch version ?

And yes, PCEFX! ^_~ is our local AI
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
User avatar
Leander
Posts: 69
Joined: Thu May 09, 2019 1:23 am
Contact:

Re: Operation STEEL: Roguelike Shmup

Post by Leander »

guigui wrote: Fri Jun 21, 2024 10:40 pm Will there be a demo for the Switch version ?

And yes, PCEFX! ^_~ is our local AI
No demo for the Switch version sorry. There is one on Steam though in case that is a possibility for you.
Post Reply