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A jam submission

Step By Step HeroView game page

A Walking Simulator Adventure where every step counts!
Submitted by PixelSlop (@PixelSlop) — 8 days, 7 hours before the deadline
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Step By Step Hero's itch.io page

Results

CriteriaRankScore*Raw Score
Art#34.5714.571
Overall Fun#54.2864.286
Sound/Music#54.2864.286
UI#64.1434.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

so i give this a 4/5 stars overall... it gave me big pokemon yellow/ gameboy vibes and it brought some nestalgia into the games artwork, i found the interface useful... i noticed once in awhile itll count 1 step as 2 steps... maybe a slight bug... could've been a one off... but thought id mention it anyway incase... the interface was simple and straight forward... though took me awhile to see items on the pause menu but thats on me for not being observent possibly, the sounds were great when picking up items killing mosters etc... and the music changing for almost every area was a realy nice touch, theres not much more to say really it was very enjoyable and well polished, i probably said more in my review of your game so feel free to take a look around 59:24 to 1:13:19 which is the end, all in all good luck and i hope you found this helpful! 

Developer

Thanks so much for taking the time to play it and for the feedback, very useful indeed! Will need to take a look at that possible bug you mentioned, never saw it myself and no one else reported it, but since it’s the core mechanic it wouldn’t be fair to overlook it ^^; Will watch your video now, thanks again!

(+1)

This game is so good that I don't have any complaints other than I wish there was more. Awesome job!!!

Developer

Wow, thank you so much for the nice comment! :D

Submitted(+1)

I LOVE THIS GAME! I was just going to play for about 30 minutes so I could rate it, but I accidentally sank 2 hours into it; oops!

This game won me over from the first impression onward. I love the cheery Game-Boy-like visuals. The minimal pixel font matches the aesthetic nicely; I found it hard to read at first, but soon got the hang of it.

The music and sound design are excellent as well; they have the same quirky charm as the music from Nobody's Quest, but made even better: more cohesive, more appealing, more of a jam. They pay homage to Game Boy chiptunes without limiting themselves to that sound set.

While the aesthetics are solid, what really makes Step By Step Hero special is the gameplay. I respect any game that tries out innovative game mechanics; it's rare for a game to do so as successfully as this one.

  • Steps as a limited resource = genius. It's easy to understand how it works, but it takes some thinking and experience to get better at weighing this resource against others.
  • This game's bizarro shuffled geography = genius. It's another mechanic that a player naturally starts to understand through experience (and through some tips from scholars). You don't know exactly where you'll venture forward (or back) to, but you learn that certain directions lead to certain regions, and that if you plant a Step Seed, your future self will thank you.
  • Defeating monsters simply by having more max HP = simple yet effective. It works well in Nobody's Quest, and it works well here. By the way, is it intentional that monsters only ever hurt you when you walk into them? If it is, I think it works well. It has the effect of reinforcing the need to be cautious with steps, and making the mad horseshoe dash feel riskier than normal play. (If you would ever like randomly moving monsters to initiate an attack, let me know; I've made a plugin that does that.)

This game is just generally a joy to play. The different kinds of resources are well balanced, and gathering them and discovering new things is satisfying. PixelSlop, I love what you're making here.

Developer(+1)

Wow, thanks a lot for such nice and detailed feedback! Really happy you enjoyed the gameplay loop so much! And sorry it took more of your time than anticipated! ^^;

Indeed, the main objective is that no player would have the exact same run, but you can still learn some pattern in the way the world is built. The monsters not hurting the player while idle is intentional: I did try it the other way round (hurting you even if you're not moving), but I thought it was unfair, especially if you're planning for the best route and it ruins your plans and takes more steps out of you. That and the fact that they move at random made it even more unfair.

You're not the first one telling me about the font, and I did realize that to some extent, but I still think it's acceptable since there isn't that much text and it fits the overall aesthetic. What I did to make it more readable is leave two spaces instead of one between each word

 Thanks again and glad you had fun with it! :)

Submitted(+1)

I enjoyed the gameboy aesthetic and the unique mechanic of having limited steps. Combat was interesting as well, being based on having enough health to win the fight.  Definitely a game that I'll have to take some time to complete.

Developer(+1)

Thanks a lot for the nice comment! Glad you enjoyed it! :)

(1 edit)

Pretty clean game here. I easily learned the rules of the game, but some of the text was hard to read. I noticed when moving back to an area from where I came, I'd find myself in a totally different area than before which threw me off and I lost my bearings on where to go.

Developer

Thanks a lot for taking the time to try my game! Yes the world is randomized to some extent, but you can find some kind of pattern from one biome to another. There's also a certain NPC who can give you hints about this ;)

I like the theme, I enjoyed the music, I enjoyed the aesthetic, and the art style. I would recommend finding a way to turn the step counting mechanic into more of a micro puzzle, than an overarching limitation.

Developer(+1)

Thanks a lot for playing and for the nice comments! I did think about making it more puzzle-like, but since it is a lot about exploration and due to the way the world is randomized, I'm thinking that making a puzzle for each screen might quickly become more of a chore than anything.