Exploration and Action are the main ingredients in this old-school platformer. As you explore a strange place in another time, you will find weapons and abilities that empower you to explore further and better fight the dangers. This place seems to be filled with secrets in strange places, use your grenades to blast up walls and see whats on the other side. Use your map to better navigate the complex and find what paths you missed the first time. The game has been designed with speedrunning in mind, and the game is relatively open ended in terms of sequence breaking. Features: * Over 100 rooms to explore divided into seven colorful areas. * One single interconnected gameworld without artificial barriers. * Game designed to support speedrunning and sequence breaking. * Find new weapons and abilities throughout your adventure. * Use the in-game map to navigate and discover 100% of the game world. * Amazing soundtrack by Simon Stålenhag

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Operation Smash is closing in on the top-100 in greenlight. So I figured i wanted to share my thoughts on the current state of the game and greenlight etc. Basically, the game as it is right now is something I’m very proud to have built all by my self, but there are obviously a bunch of improvements I want to add. Not many people have tried this game yet as it’s relatively unknown, but from what I’ve seen, the majority of feedback from actual players are great. Anyhow, last year I became a father and I am working a full time job as a game designer. That has left me virtually zero time to put into PR or updating the game. However, I do have a very promising partnership with another developer, that would make updates and improvements a reality, and I’m pretty sure that If this game gets greenlighted, they will jump on the opportunity. So I will definitely commit to making a considerable update of the game before launching on steam if that is the case.

Improvements would include:

  • More enemy types to make each area feel more unique
  • Mini bosses
  • More characters/story moments
  • An in game shop where you can buy upgrades to weapons etc
  • Improved level/world design
  • Unique landmarks/locations to discover
  • Better worldmap
  • Better item tracking/completionist features
  • Optimizations for speedrunning based on community feedback

Operation Smash featured on IndieGameStand

Operation Smash featured on IndieGameStand

News

From Nov 8 - 11, pay what you want for 'Operation Smash' with beat-the-average bonuses. 10% of all sales will go to the World Wildlife Fund.

Operation Smash featured in Weekly Indie Releases!

Operation Smash featured in Weekly Indie Releases!

News

Operation Smash was just featured in the latest episode of Weekly Indie Releases on Pixabyte.tv!

Operation Smash Released!

Operation Smash Released!

News 1 comment

Operation Smash is a new adventure platformer that is all about action and exploration. The game is inspired by some of the most classic games from the...

Comments  (0 - 10 of 40)
ThreeSon
ThreeSon

Fun game, but is there nothing that can be done about the persistent stutter of the foreground during scrolling? At first I thought it was my computer and tinkered with my nVidia settings to try and fix it, but now based on the videos I've seen (like this one: Youtube.com) it seems to be a part of the game itself.

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SteveOlofsson Creator
SteveOlofsson

Hello!

The stutter is due to the fact that the game's graphics is not pixel perfect, but is viewed through an orthographic 3d camera. That means a pixel in a texture will not be a pixel on your screen but possibly several pixels, and can vary depending on where exactly the camera is positioned at the moment. There is one thing that can be done: the stutter will be less and less apparent the higher resolution you use.

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ThreeSon
ThreeSon

That is interesting - I had not heard anything about this before. Unfortunate, but thanks for responding.

(I've got the resolution as high as it will go on my 1080p monitor, so I suppose there's not any more that can be done about it on my end.)

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ovnidemon
ovnidemon

Great game, but a complain: the respawn of the foes is too damn high. In some level, You can take a break, the monsters pop out endlessly. It's not difficult, I rarely die because of that,but it's annoying because you get hit and miss a jump or fall. The worst is the plant like monster. The levels with the triangle shaped ships are less frustrating.

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ovnidemon
ovnidemon

Finished it. 99.65%, 100% map, 98.50 items, nearly 11h00, 380hp, 135 grenades and still no clue where the last soul stone is. I like secrets in games, but here, it's not right. Most of the secrets can't be discovered without the secret tracker, the secrets tracker is quite inefficient when it's a single block, a lot of secrets is in lava that drains your HP fast. Combining with the high respawn that doesn't allow you to spend your time to search. And finally the grenade are difficult to handle. Generally, when the destructible is high, you throw a bunch of grenades hoping that one will reach it. It's too the reason why you can't find without the tracker.

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SteveOlofsson Creator
SteveOlofsson

Great feedback. I've been thinking the same thing, and if/when I get the chance to do a proper update, I will improve the item tracker, probably even go as far as minimap markers, depends, will have to try some things and see what works best...

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stegnersaurus
stegnersaurus

Are controllers suported?

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SteveOlofsson Creator
SteveOlofsson

On windows and OSX when you start up the game, a prelauncher window will appear. You can set up screen resolution, full screen/windowed and vsync. In the other tab you can remap your controllers. It's been tested only with the xbox 360 controller. If you have problems mapping the gamepad, another possible solution is to use software that remaps the gamepad to keyboard inputs.

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Toyotame
Toyotame

Got it on IndieGameStand, but linux version is not included...why?

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SteveOlofsson Creator
SteveOlofsson

The Linux version does not have button remapping and resolution settings because Unity does not include the prelauncher in the linux version. So at the moment I'm still contemplating if i should even have linux support or not. Thats why I didn't want to include the Linux version.

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Toyotame
Toyotame

Oook...imho its still better to play in "native" (as much if unity build can be called native), then having wine glitches.

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