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Steel Assault
Wastelander Feb 14, 2015 @ 9:04pm
Steel Assault Gameplay Video of Pre-Alpha-Version Demo
Last edited by Wastelander; Feb 14, 2015 @ 9:08pm
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Showing 1-4 of 4 comments
Denilson Sá Feb 18, 2015 @ 10:37am 
Those full-motion videos are way beyond the NES power. Certainly because of ROM size limitation, but probably also because of processing power and gfx bandwidth (how much of the screen can be updated per frame).

Also, wrong usage of apostrophe in "United States's" → http://theoatmeal.com/comics/apostrophe
Make sure you get native English speakers to proofread the game text. Even if you plan having "Engrish", it is a good idea to have that text proofread anyway.
Denilson Sá Feb 18, 2015 @ 10:59am 
Okay, regarding the full motion video, the developers have already explained it:

https://www.kickstarter.com/projects/43113410/steel-assault/posts/1130704
http://forums.nesdev.com/viewtopic.php?f=2&t=11290

Still, the FMV in this YouTube video seems way too smoother and detailed than those NES examples.
Wastelander Feb 19, 2015 @ 6:12am 
Thank you very much for your constructive criticism.
Luckily, grammar isn't a game breaking design failure in jump 'n' shoot games. xD

Yes, colorful full-motion videos with 30 frames per seconds were not possible in the 8 bit era.
I think not even in the 32 bit era.
But who knows, now that the game has been successfully funded, maybe the developers will add alternative bitmap sequences to the game for those who love 8-bit pixel art...

But this is just a superficial matter, level design and control is the most important thing. :)
Denilson Sá Feb 21, 2015 @ 6:17pm 
"level design and control is the most important thing"

Indeed, I completely agree. The core gameplay must be solid and fun, and that's what matters the most, and that's what takes most time to nail down.

But, of course, the overall presentation still matters a lot, and must not be forgotten. :)
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