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A jam submission

Steel Knights UprisingView game page

Submitted by PixelMetalWolf — 4 days, 21 hours before the deadline
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Steel Knights Uprising's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#123.7003.700
Overall#143.8673.867
Audio#173.4333.433
Visuals#243.9333.933
Originality#313.4673.467

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

Viewing comments 24 to 21 of 24 · Next page · Last page
Submitted(+1)

This is a really good entry. I like that art and music enhance themselves. I like all the different weapons in the game. There are so many enemy types as well.

Only feedback I have is the control scheme for controller, LB is not really a good button for JUMP and using RT or LT would have been more fun for me, the movement using stick would have been fun.

The gameplay design the mech felt really solid but there was no option to dodge other than jump and the level design kinda felt the same after a while. I like the train level which turned it up and some weapons pick up locations replace the old weapon and let the player pick up the weapon instead of automatically getting picked up.

Overall Solid entry I had fun playing.

Developer(+1)

Thanks Lyon Mistwalker !

Yeah i couldn’t really think of a good button for the jump since i wanted to have the “2 d pad system” in hindsight i think this kind of control scheme probably would have worked better for something topdown.

Now i tried stick movement at some point but reverted back to digital cause i’ve encountered an issue i couldn’t fix in time during the jam where the sprite flip is tied directly to the input, but since the analog input uses floats the sprite deforms weirdly.

Yup Weapon pickup issue is noted, if i get time post jam i’ll have them use a manual pickup system.

Glad you liked the art music and weapon variety still and that you had fun playing :)

Submitted(+1)

Solid entry! The artstyle is pretty good, the music has a good chiptune aesthetic, the personalization is great, and the main mechanics are very well done. The weapons are really fun overall (I specially loved both the flamethrower and minigun) and the 8-way aiming is always good to see!

Level-design wise is really solid, although some polish can be done in certain areas (like those long corridors that are esentially empty).

My small nit-pick is that the music can get a bit repetitive due to only having one song, but the sound is good overall, and the enemies could give more feedback once they are damaged. I spent a whole weapon trying to kill the yellow giants before knowing I had to shoot them right below them lol

Overall really good entry! Had a fun time playing it! It's always great to see a good run-n-gun. ^^

Developer (1 edit) (+1)

Thanks for playing None !

Happy that you liked the artstyle, customization options weapons and music :D

Haha i’m glad you liked these 2, the flamethrower in particular cause it was my first try making one so i hoped it wouldn’t look/feel bad to use so mission accomplished if it ended up as one ov your faves ^^

Yup can’t argue that level design lacks a bit of polish, should have playtested a bit more but yeah time got short, same goes for the music, i made it a bit late in developement so i didn’t made that long of a track just made a small variant with it for the menus to have them feel less empty.

I’m a big run and gun fan so it makes me really happy that you thought my game’s a good one thanks again :)

PS : i think you got an accidental double post so i deleted the double

Submitted(+1)

Wow. That was HUGE for a jam game. I can't believe how many levels and weapons you managed to make for this in just two weeks.

The only feedback I can give is I would have liked it if you had to press a button to pick up weapons rather than just walk over them (maybe down on the movement input?). Had a few times when I had a really cool gun I liked, so I tried to jump over the weapon pickup in front of me, only to miss my jump and lose my cool gun 😭

Still, this was an awesome game, well done!

Developer(+1)

Thanks for giving my game a shot SleepyJack !

Glad you liked the weapon variety ^^ To be fair i probably wouldn’t have been able to make these many levels if they hadn’t changed the tileset system in Godot 4, it’s so much simpler to use now so that saved me a bunch of time compared to how it used to be :p

As for the weapons i have a bit more experience now so i can implement some of the base elements kinda faster than before. But i wanted to try a bunch of new types i hadn’t tackled before for variety’s sake and hopefully it seemed to pay off in the end XD

Yeah i’ve noted that issue from feedback, if i get some post jam time i think i’ll go for the “press key to pickup” option so that players have more control over the weapon selection.

Viewing comments 24 to 21 of 24 · Next page · Last page