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Steelrose: The End of Ends's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #6 | 3.400 | 3.400 |
Innovation | #9 | 3.200 | 3.200 |
Theme | #9 | 3.300 | 3.300 |
Holo References | #12 | 3.100 | 3.100 |
Overall | #14 | 3.140 | 3.140 |
Ambience | #17 | 2.700 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I’ll be honest, I didn’t get far enough into the game to really get to everything. I still rated it based on as much as I could, but I don’t like Jump King and have no real experience in it so even passing screen 2 took longer than I would like to admit. I think the gravity flip mechanic was interesting though, and hearing other mechanics get added to freshen up the basic formula is neat.
I know it’s not really in the spirit of a Jump King-esque game, but I personally wished for some kind of indicator on how powerful the jump would be. That was probably most of my frustration but again, I’m not very experienced so maybe it’s partly a skill issue.
Otherwise though, great job on the game. I might come back and finish it later.
Yup, the game is a rage-inducing one...LOL it was very creative though. I was surprised to see a lot of mechanics that changed up small bits of gameplay but worked together pretty well. I might need to playthrough more of the game to catch any other details I missed, but so far things are looking pretty good!
I do agree with Kano and ζοιδ. Some blind jumps were too brutal since you don't exactly know which direction to jump, which involves a lot of luck rather than purely the player messing up. The jump mechanic also should have some sort of "PowerBar" or Angry Birds-esc type of arc indicator, as that could help the player have a smoother experience. Also, no background ost definitely was another kicker. Having one could help ease the rage lol.
But overall interesting game! Also really well executed and I would want to come back to it!
I'll admit it uh, took me a bit... but I did like the mechanics that progressed as the stages went up. Pacing entirely depends on the player in these games, but the element of chaos kept it just frustrating (if spicy) enough to leave a mark. The lack of response on jump input combined with that do make it feel almost arbitrary at times, as though the input timing doesn't matter -- which some may like, but some will definitely develop a pure hatred for.
I dig the style for the art and like the way it evolves, too. Where's the music at though? I think it would help a lot to make it a smoother experience! On top of which, I do agree with Zoid's smooth-screen remarks about making blind jumps... it exaggerates the difficulty in a few spots, though that may be by design too.
And uh, well... I miss her bros...
- There are Cool mechanics you added, they actually surprised me and the game was a lot more then I expected.
Nice, solid, rage game. I really like the twists that you have included on top of just the Jump King style gameplay! Well, other than the one where you have a chance to fail and bounce back instead. Personally, I would remove all elements of randomness in games like these where precision is key, so that the blame falls fully on the player whenever mistakes are made.
Game is longer than I expected, so I stopped halfway hoping to return later. Kinda lost my save though. (Might just be the web build, I'm guessing the downloadable version has a working save system)
Yeah the Crit Jump is kinda cruel, but i already build stages around it so didnt had the time to revert it. Did mostly think about the prompt "Chaos" and with that making chaotic mechanics. Thats also how the Idea Crit Jump came up for me. About the Save State thats weird. But it could actually be the Web Build since i originally planned it to be downloadable and the web build was a last minute change. Couldn't test it within the Time Frame.
Ok found out why you lost your Save File. It's not only an Issue on the Web build but also on the Downloadable Version. If you just close your Game without pressing escape and exit back to the main menu, It won't save. Keep that in Mind!
Some additional comments:
- I think screen scroll should be used instead of sharp screen switching. There are way too many blind jumps required.
- On some occasions, Bae will be standing on platforms that are out of screen, and I cant adjust my position on the platform safely.
- Overall difficulty should be adjusted. The new mechanics are cool and all, but some maneuver requirements with these mechanics are way too complex. (there is one part on the cloud where I am expected to predict the bounce from the ceiling, then bouncing back from the wall in front, and perform a back air jump into a small gap that I barely made it altitude wise)
- 2 exploits, you can save scum by refreshing page without going to menu if you fall, and saving while in the air will allow you to lose horizontal momentum. (you can make full jumps, then exit out and return, Bae will fall straight down)
Thank you for the Feedback. Good things i should maybe keep in mind next Time I make something like this but I probably wont continue this Game anyway after the Jam ends.