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Steel Knights Uprising's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun Factor | #12 | 3.700 | 3.700 |
| Overall | #14 | 3.867 | 3.867 |
| Audio | #17 | 3.433 | 3.433 |
| Visuals | #24 | 3.933 | 3.933 |
| Originality | #31 | 3.467 | 3.467 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your entry a video game or a physical game?
Video game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
Only the jam's logo for the title screen and cover
Did you choose from one (or more) of the optional secondary themes?
Show off : Player customization, and Locomotive : Train autoscroller levels
Does your game contain any 18+ content?
nope
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Comments
PEW PEW PEW PEWWWW
Haha someone seems to like the laser gun it seems :p
Thanks for playing Le Saint Panda, hope you’ve enjoyed the game :)
I saw this game being streamed and thought that it had an art style reminiscent of the era of freeware discs - something you'd randomly find online - like Jazz Jack Rabbit - and I mean that in the best way possible lol. The game was fun, I didn't get to the end, but I think I got fairly far. The difficult was just right, imo - which I think a lot of entries have trouble with difficulty settings and end up making things too difficult and I end up quitting in the first few minutes of game play (my personal philosophy is to try to make my jam game a little more on the easy side so that the player can get the whole gist of it - easier said than done of course).
I liked the twin stick shooter format, although found it a little jarring when the entire mech would be facing the way your point while moving in the opposite direction - I know it's a jam, so this aspect isn't that big of a deal, however, in my past projects that utilized a similar system, I would cut the sprite in half and flip the upper body when the player faces the opposite direction their moving.
Another thing I want to point out is the that the bullets would feel like they're moving slower when you're moving to the right while shooting to the right (comparatively to shooting to the left).. In my past exp, that was because the player would be moving while the bullets' speed rate is still at it's initial values - it feels weird how at times I'm almost running side by side or just a bit behind the bullet - I had to solve this by adding the player's speed to the bullet speed (or just giving the bullet a much much faster speed so it didn't matter what direction you're facing) when they're move and shooting in that particular direction.
One more thing, I think that you could have added health packs throughout the levels - or in Armored Core VI's fashion - adding a repair point. I would beat levels by the skin of my teeth lol - to which it would have been nice to have at least 1 health pack since the levels were kind of long
I really liked how many different weapons you were able to include and I'd say they all varied quite a bit and not just a slight rework of one or 2 weapons. They were fun to use. One bit of feedback though, is that I thought you too often grouped multiple weapons together - I figured to give the player more variety on what weapon they want to use, however, they were place kind of awkwardly. Once I got the weapon I wanted, I had to try to dodge the other weapon - which sometimes I failed at. A couple work arounds would be to place them in a way where they are more easily avoidable - or add a doom style arsenal where you can swap between weapons and pick up ammo for them to be able to use them again.
anyways, it was fun!
Thanks for your detailed feedback Denny’sGuy !
I tried my hand at the engine’s 2D lighting system to give a bit more juice to the weapons when firing, and since i made a past entry in a similar style but that felt very 16 bit i thought the overall more colorful sprites and light system would make it look like a more Pc or 32 bit cd based game, so i’m glad i seemed to achieve that from what you’re saying :D
Difficulty wise i tend to lean towards the easier side as well especially for jams cause i want to avoid player frustration, my personal philosophy on this is that i want to make retro inspired games with the visual and audio styles of the times, but to avoid all the game design and gameplay flaws they had back then as much as possible, though i’ll admit proper balance is still hard on such a short time.
Yeah i wanted to have independent aim and movement so players could dodge more easily, i gotta be honest though i didn’t even think of separating the upper/lower parts indeed this would make the movement separation a bit more obvious, gotta look into that if i get time post jam.
I think i made the player’s shots a bit too slow in general, so i’ll have to adjust that, i didn’t playtest enough to get things adjusted better.
The Hp powerups thing is puirely cause i managed my time poorly and didn’t have time to make some and place them in levels, though i gotta say i kinda like your suggestion with some Armored core style repair stations instead cause that would be something a bit different so i’ll see if i can try that if i get time post jam ^^
The weapons were initially placed grouped like that cause of the co-op element as i wanted players to always have something available for both but without proper playstesting of the multi i can get it feels a bit akwardly placed at times :/ I wanted something a bit more Contra-Like so i don’t think i’ll have a whole Doom Style arsenal but i’ll see if i can maybe add a Pickup prompt or something so you can just walk over weapons you don’t want to avoid jumping over them. Glad you liked the variety though, and it seems like a lot of people did which makes me very happy :D
i spent (way too much) quite a lot of time and had a lot of fun making these XD
Another fantastic entry this year PixelMetalWolf. Very fun to play!
Thanks Dungeon ^_^
it’s always fun to take part in MechJam so i’m glad you liked my game :)
Pretty cool art and overall vibe! I really liked the mech design with the bright colors and the parallax effect in the background which created a nice sense of setting. Also nice variety of weapons kept it engaging - who doesn't love a flame thrower!
My only complainy would be that being the same height as enemies made gameplay a bit tricky as most of the times I felt I couldn't jump over their shooting so it was always a matter of killing fast with no ability to dodge, which meant I would eventually die no matter what. I know this is tricky to balance as I was somewhat expecting Contra movement which wouldn't really fit the heavy mech theme.
Thanks for playing Dangalletti :D
Glad you liked the art in general as well as the weapon variety, and well can’t argue with that, just like Zorg said : “Thick southern accent My favorite !” and i’m really happy to see so much people really dig the guns, all that woprk wasn’t in vain :p
Yeah both the level design and the control scheme i decided on to allow for co-op didn’t help in some situation, looking back i feel some of these enemy placement posed least of a problem in a similar past entry where i had mouse aiming cause you could hit more angles.
Funny thing though is that i manted to have independant movement and aim to help the game feel a bit less stiff than some of the older Contra games where you couldn’t lock your aim cause you didn’t have enough buttons on the controller XD
You did an amazing job; the level design was good. You did great with all the pixel art, and there were so many different, unique guns made to keep the game interesting. Well done.
Thanks for playing Ben Beary ^^
Glad you liked the level design even if it is a bit lacking in places,
also happy that you liked the pixel art and gun variety :D
Cool game. 5 stars. I like amount of weapon. But took me a while to get used to the controls.
Thanks WipeFire, not sure i deserve 5 stars but that’s really kind of you :D
Yeah i’d normally prefer mouse aiming for the extra precision but since i wanted to have local co-op this time around i made the controls more akin to retro D-pad ones like in 16 bit games, just with the “modernization” of being able to aim and move in opposite direction.
I had a lot of fun playing this game. The variety in this one is stunning. It has more guns than Borderlands!
Two things: a better hit indicator of some sort would be helpful. The big green guy took ages, and it felt like I made no damage at all. Also the overall visuals was to cluttered color wise.
The soundtrack reminded me of the old Sega games. Judging by your profile pic (I see that Brad Fang!) this is no coincidence! XD
Thank you for your entry.
I don’t know if i can really be compared to the gazillion guns there are in borderlands but thanks a lot Bros, i’ve played my fair share of that game so i really take that compliment at heart, i’m humbled :’)
Yeah lost a bit to much time on some features so hit feedback in general ended up a little weak :/ the weapon damage is also a bit unbalanced for similar reasons so that’s why some enemies feel really tankier than they truly are.
You are absolutely right, that is no coincidence i grew up with the genesis so i wanted to replicate the sound whenever i could when making music for my retro inspired games XD
and yup i really like contra hardcorps Fang has such a cool design so i had to have him as my itch avatar :p
and most of all thank YOU for playing :)
Very cool mech game, I like the big range of weapons, and I love all the colours, especially on the train level. Reminded me of the bright camo colours on Generation 2 transformers from the 90s, like this guy:
Thanks AugustandEverythingArmbar ! Glad you liked my game and the whole weapon selection :)
Haha well i like to have that mix of gritty plausible industrial with very colorful paintjobs, though i gotta say i didn’t even have transformers in mind when i made this, i’m flattered by the comparaison still cause they did have some cool designs
Also that is a really cool one you’ve got there :o
Man! The mechanics for the weapons in this game are so good! Pixel you always outdo yourself when creating weapons and I have to say these have been some of my favorite ones to utilize. I just wanted to keep shooting stuff and using different guns because they were so well made!
I also enjoyed the levels and all the enemies, but I think the guns definitely steal the show and elevate the game to whole other level! Great job on this entry!
Thanks a lot for your kind words Lemi :D
Really glad you liked the arsenal :)
it took me a while to make some of these and have them function properly, i wanted to push myself a bit this time to try and make some more unconventionnal weapons rather than just the classic staples(even if they’re still here i can’t help it) so hopefully i delivered :p
Big thumb up for the overall visual design and the variety of weapons and enemies.
The sound design and the music were very on point, especially the walk sfxs of every robot.
I liked the variety of paths to choose in the map and that the environment was against me and I had to be careful but maybe I'd have liked to have more occasions to take advantage of it and to feel "smart" like positioning myselfunder the final mechs to kill them.
Seems I missed some cool weapons, I should play it again and bully the big guys ;)
Thanks Eamus, really happy that you’ve enjoyed my game :D
Yeah i tried my best for the level design but i’ll admit it isn’t my best especially since i had to make quite a few flat surfaces for the enemies to work properly ^^’
Funny thing about the big mechs, i didn’t originally intended for them to be exploited like that but their aiming gave me some trouble so i limited their angle and this created this strategy to go righ under for a safe spot XD
If by “missed some weapons” you refer to some that are at the endscreen, some of these are not obtainable in regular levels cause i couldn’t polish them and make them as fun as i wanted so i just put them at the end as a little bonus for completing the game XD
Wow, lots of work done and love put into this, respect.
Thanks Woodsmoke ^^
I might have overscoped slightly :p
glad you appreciate the effort though :)
Yeah I wanted to mention overscope too. Especially as a solo project, crazy °0°
I loved the art, music, and sfx. Reminded me of the SNES.
I also enjoyed the gameplay for a little while before it started to feel repetitive. I think the main issue with the gameplay is the level design. There are too many long sections of walking in a straight line which are usually broken up by narrow passages that only serve to make it impossible to jump over enemy projectiles. Also in one of the levels there was a section with enemies on the left (after a climbing section) which led me to believe that was where I had to go and I ended up just wasting time.
I think good level design for the current gameplay would involve more verticallity. This would make shooting more engaging as you would actually have to aim your shots at distant enemies.
The gun variety was awesome and I enjoyed experimenting with the different guns. The one issue I found with teh gun system is that the gun icons on the boxes are too similar which made it difficult to tell what gun I was picking up. The boxes also felt like they were randomly placed which was inconvenient at times where I needed a new gun or was trying to save my current one.
It would probably be clearer if the icons represented the bullets instead of the shape of the gun.
Overall this is a great jam entry and a few tweaks away from a legit game. Great job!
Thanks Skleembof, glad you liked my entry despite some of its shortcomings ^^
Yeah not my best level design work, i wanted to try and have some sense of scale so that the parallax would be showcased but the wonky enemies i made couldn’t do all that much and required flat spaces so not the best combo for good levels :(
Agreed about the boxes too, i thought it would be nice to have them be all animated and display the actual gun but yeah without the color of the actual sprite some do tend to look alike, i’ll probably label them post jam for more clarity if i get some time :)
Reminded me of my childhood) Lots of weapons, you should continue making interesting guns with unique behavior and It would be cool if there was a score counter
Thanks AddictiveForge glad you had as much fun trying out all the guns as i had making them :P
I’ll see if i have time for post jam stuff, and i do a score counter seems like a good idea thanks for the suggestion :)
The weapon variety was cool and the paralax backgrounds were nice. In general you nailed the grimy post-industrial dystopian feel.
I think the gameplay could use some more variety-- maybe some additional mobility, a melee attack or some deflecting ability. Your option in most scenarios (especially when constrained by the level) is to just tank damage and get out as many bullets as soon as possible to take out the enemy. Some of the enemies were easily exploitable too-- you can stay just out of range for the big purple guys, and with the huge green guys at the end I just stood underneath them and fired upward (they can't hit you when you're directly below them). Maybe thats intentional but the first time that happened I ran out of ammo for my gun so i stood there for 30 seconds firing tiny bullets and it wasn't the most fun pacing. After that I mainly ran past those guys.
Loved the train levels and I liked the spritework, nice job overall!
Thanks for playing Ahintoflime ^^
Yeah agreed that the variety in terms of encounters and level design’s a bit lacking hopefully i can do better next time, i was inspired by the Valken series for this but i gotta admit i don’t really know how i could implement a similar shield mechanic so that’s why it’s a bit lacking on that front as well, i also admit i’ve overscoped a bit and maybe lost a bit too much time making weapons and the split screen related stuff :(
Granted as well the larger enemies are a bit too exploitable, their aiming system is a bit experimental and caused a bit of trouble so in order to not risk breaking anything i left them as they ended up to make it in time for the jam. The ammo system was also a bit of a late addition so i didn’t quite balance the ammo pools of most weapon properly to avoid running out in critical situations my bad -_-
Glad you liked the industrial look and train levels though :)
Awesome graphics and loved the weapon variety! The train level was a highlight for sure.
The single-player control scheme was a little clunky, though I understand why you chose to do it that way.
Overall really good!
Thanks ! Glad you liked the weapon variety and the train levels ^^
The control scheme was a bit of a compromise, i wanted a game that could be playable in local coop so i couldn’t make it mouse & keyboard like i did in a previous similar one i made but i still wanted the players to have an “easy” way to aim and move independently from their movement direction so that’s why it ended up like that, and the keyboard controls are here in case players don’t have a controller on hand to play the game.
Yeah that makes perfect sense. It's really cool that you put that focus on local co-op, I bet the game is really fun to play that way and we need more co-op games. Great job!
Yup could always use more of those for sure ^^
I really enjoyed the game. The customization seems a bit unnecessary, but in my opinion it adds character to the game. The graphics and sound are also great.
Thanks for giving my game a go :D
Yeah the customization isn’t essential but i wanted to have the players be able to sorta make the mechs their own this time around and especially with the possibility of co-op so that they get more than the classic red and blue players (even if i made these colors default :p)
Glad you liked it ^^
Visuals were very appealing to my taste. The combat, especially death of enemies and hits, could need some improvements. But other than that a very solid entry. Split screen coop is nice, unfortunately had noone to join me :S
Thanks XRayHunter glad you liked the artstyle ^^
Yeah i think i focused a bit too much on the split screen implementation and weapons this the effects for the explosions left a bit lacking especially for the larger mechs :/
No worries i know it can be hard to have someone on hand for cough coop during a jam so the game is playable in singleplayer as well, but i wanted to try and have this just to see if i could make it.
Fun game with simple but well made mechanics. I will say though i though the levels were infinite since they were quite similar to eachother but i looked down in these comments and saw theres an ending, Overall though pretty fun.
Thanks for playing Kazakking ! Glad you liked it :)
i tried the best i could during the jam’s time and wanted to avoid scope creep as much as possible, granted not my best level design efforts can’t argue with that ^^’
I’m a big fan of assault suit walken on super nes, and i finish it when i was child in the 90s, and i appreciate the lot of effort you put in every of your game in every mech jam.
I take time in my developpement to test your game (that make me a break), dont take bad my comments. It’s for a constructive only.
First i like the customisation of the mecha, changing color, add an icon is simple but very satisfiyng.
I can not test the 2 player mode, in a gamejam it’s difficult to test multiplayer game in general, but i like the effort.
Nothing to say about the control its simple and reactive, basic but efficient. The shooting direction with button remind total canage, smash tv, robotron and more recently binding of isaac, it work fine (at first time i try to play with the mouse).
i’ve experienced some lag on the html version when i catch item or changing level but nothing problematics.
The level design is really poor and basic, lot of ennemy by is position requier a face to face fight not very interesting. It’s shame when we have a 8 way firing. The jump is the only way to dodge no reator on mech to fly a few moment, no physical shield to guard like walken.
About the level design you can just make alternative way with different item or ennemy, to push exploration and break linearity, take exemple of level 1 of walken there is some passages under the level to skip ennemy keep at the end by turrels.
The game isn’t difficult, the most difficult thing is to jump over the item to keep the best weapon ^^, also it’s difficult to see what we collect, but they are a lot of different weapon that’s good. I suggest to put an interaction for example push up to collect items.
About the weapon which create bouncing bullet : unlike other game of is genre, the bullet take the exact inverse direction (+180 degre), this kind of weapon is basically use for shooting in impossible angle so here its useless.
The big mechas was really impressive but easy to kill when i place me just under (but i think it’s the strategy).
For a gamejam it’s good, and entertainement. The game will be better with shorter level but with more interesting situation.
I hope my comment can help you to make the game better.
Thanks for your detailed feedback RoboWarrior, glad you apreciate the efforts i put in, i try my best ^^
No worries a bit of constructive criticism never hurts,
but long story short, i overscoped a bit with the split screen multiplayer thing and customisation options and might have spent a bit too much time on the graphics and making a lot of weapons. Not to mention i’m bouncing back between Irl stuff and working on the game, so i might not be able to make any more drastic changes before the deadline :/
I tried a bunch of new things with shaders and the engine’s lighting system which i don’t have much experience with yet, my best guess is that it could be a shader compilation thing ? not sure what could cause your trouble here sorry :(
I like the idea of the interaction to switch weapons instead of just collecting them on contact, i don’t know if i can revamp the item system in time though, since i never tried this mechanic before, if i can’t, i could look into it for some post jam stuff. I’ll see what i can do.
Regardless i’m glad you liked some aspects of the game besides it’s flaws, Assault suit valken was definitively an inspiration, i feel there aren’t that many modern games taking from it appart from Gigantic Army. So i figured why not try my spin on it :p
This one being a bit closer than my previous attempt, which since you mentionned mouse controls, had mouse aiming, i just went with a different approach this time mostly cause i wanted to try and make the game playable in co-op.
Happy that my entry provided you with a little break from work on your project XD and thanks for sharing a screenshot showcasing your custom Mech, i’m really curious to see what people will make of it :D
Good luck with your entry !
Yes, i understand it’s easy to lose time about technological issue and some people have only a few days on the period to try something.
Gamejam is the perfect place to test new thing and have feedback, i’ve participated to a lot of gamejam and i frequently change my mind next the starting, because to large scope, or technical issue, it’s natural.
Take care of yourself your games are really cool and unique.
Thanks Robowarrior take care too :)
not sure i can fix all the issues before the deadline but i managed to push a quick fix on the bouncy shot weapon, it now bounces correctly as intended :p
Banger graphics, reminds me of good old times.
Needs some polishing, also it appears that backwards ([A]) doesnt work?
Thanks for playing noctacorpus glad you like the graphics :)
Dang thanks for pointing it out i didn’t see this in playtest, i’ll try to fix this before the deadline so other fellow jammers won’t have the issue, controllers should hopefully work though
Also, it would be really cool if you found a way to prevent player from just holding shoot forever and killing enemies even offscreen where they don't see you. Maybe maybe ammo reload or something.
I’ll see what i can do, an ammo system seems nice, but i’ll see if i can implement a workable one without breaking anything before the deadline, otherwise it’s gonna be just this :(
it's okay, there can always be a postjam version