
Iron Rose
Iron Rose
A discarded ballerina automaton rises from industrial ruins, her gears grinding with a thirst for retribution in a world where art and rebellion collide.
Description
Play as a discarded automaton in this hand-drawn boss rush 2D sidescroller game.
Stay focused to maintain the rhythm of your attacks and chain them together.
Spin the wheel and see what fate has to offer in your run, whether it's a blessing or a curse.
Fight our 3 original bosses and discover their patterns.
Discover original soundtracks composed with passion and fascinating scenery designed by our artists.
Put together the puzzle pieces of the game's story to discover the truth.
Soundtracks
Credits
Team
- Jo & Matsu : Art & UI
- Akt0o : Code & Gameplay
- Irony : Music & Sounds
Addons & Assets
- Souperior 2D Skeleton Modifications - ZedManul
- Maacks Options Menus - Maaack
- Phantom Camera - Ramoks
- Rapier Physics 2D - Ughuuu
- Beyond Wonderland font - Chris Hansen
- Veteran Typewriter - Koczman Balint
- Discord RPC Godot - Vaporvee
Updated | 22 days ago |
Status | Prototype |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (3 total ratings) |
Authors | Akt0o, someguyjo, irony, Matsu |
Genre | Adventure, Action |
Made with | Godot |
Tags | 2D, Boss battle, Hand-drawn, Side Scroller, Singleplayer |
Average session | A few minutes |
Languages | English |
Download
Download
windows.zip 199 MB
Comments
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really great music and art! loved most of the mechanics besides the rng health spins (some fights i would get insanely lucky, others i was basically a fish out of water). i think it fits well with the spinning theme, but i would've preferred maybe some sort of a mechanic where you hit the enemy x amount of times, and then you can spin a wheel to see if you get some health back (no max health losing)? ultimately that's just my opinion though and if it works for other people dw about it.
it also probably is a skill issue, but i found the bosses to be very difficult and couldn't get to the third one. i think it's fine if they are that hard, but i found myself resorting to campy and "lame" gameplay moreso when i was focused on winning, which imo didn't feel like a ton of fun. an easy mode would be cool for less skilled gamers like myself to get into it more.
i know i kind of led with some nit-picky criticism, but i think you really have something great here. you put together a really cohesive and beautiful project, which has me invested in your mechanics and wanting to have a lot of fun with it all the more. looking forward to seeing future work from you all!
Hey! Thank you so much for this comment. It means a lot that you enjoyed the game! I'm also very glad my music was able to add to your experience - this is some of my best work yet so I'm happy it was a hit.
Your criticisms are completely valid - I believe the second boss should be nerfed a little bit. Initially we had a more interactive fighting system planned, but by the time we got there it was already about halfway through the jam so we had to cut a lot! If we continue this project (which is possible!) then we will absolutely be looking at a rework of the battle system and the boss difficulty themselves.
Thank you for your comment and thanks for playing!
I loved the art work! Very good work from both Matsu and Jo!!! I imagine the spinning as we played was our character giving herself more momentum, but I was definitely picturing it as the robot bugging just briefly as she had been recovering from being discarded! Hahaha
There are a few things worth including that I imagine would really help to enhance the player experience!
Something I read already was the tokens dropping to the beat of the song! It would be a cool way to not only make it easier to keep track of the tokens dropping, but to encourage the player to enjoy the fantastic music that had been playing throughout your game! Great work on that by the way, Irony!
There were a few times my combo would drop despite me pressing the key around the same time I normally would, but I'm willing to chalk that up to a skill issue rather than a bug as it was pretty hard to keep track during combat at times! That being said, it might be worth having a toggleable option for the icon to be set somewhere other than above the player's head. It was difficult to see when those tokens were dropping at times when I would ascend into the sky! Hahaha
I really enjoyed the boss fights! I thought they were very well choreographed and, even after losing once, it was still a lot of fun fighting my way back to where I left off! The ballerina fight did feel just a bit long as I wasn't entirely sure how to strike her while she was spinning, so I pretty much just avoided her the entire time she would spin which ended up dragging out the fight whenever she chose to spin a few times in a row. If there's something to that fight that I just didn't figure out, my apologies! Otherwise, it might be worth considering lowering her health a bit.
It wasn't often, but there were a few times my character would get stuck in place. I wasn't sure if this was a feature where maybe my ballerina character had to regain her balance or something after I messed up too many times with the attack chaining, but I wanted to let you know that was happening in case it was a bug!
The health mechanic was really cool! I liked all the random chance there was in this as it wasn't unreasonably punishing and made each run feel just a bit different from the last!
I don't play a whole lot of games like this, so it often felt like there was a lot going on! I really enjoyed that!!! If I may offer another suggestion though, it would be nice to have some noise that lets the player know they've taken damage. With so much going on, I often didn't register I had taken damage so I would randomly perish and have to start a fight over. I'm willing to consider this a skill issue too, but thought it was also worth mentioning!
There was a lot to be impressed by in this game! It was a lot of fun discovering the tells for each boss, the random chance spins were a great choice to add in and make the game a little more unique for each playthrough, the music was very well written with a matching intensity for each fight, and the boss designs were all really cool!!!
Thank you very much for recommending that we play this, Akt0o! We had a blast! You and your team did a really great job on making this as I imagine making a game like this can't be easy! I'm looking forward to seeing what you all come up with next! Thank you for taking the time to read this and thank you very much for making this game!
Wow that's some feedback! I think its the most detailed feedback I ever got lmao, thanks!
Thank you for playing through the whole game!
There is a "hurt" sound for the player, sadly Its too "small" to be heard amidst everything else, I should have bumped the volume up.
Linking the token to the music was an idea but we were short on time so we prioritized finishing the content itself.
You're right about the position of the socket of the tokens, I should have added an option to put it as a part of the HUD instead of a part of the "player".
In your playthrough you did encounter a few bugs :
- The character that gets stuck in place is a bug caused by the physics, its something I'll have to fix if we continue this project.
- At the end of the game you started a spinning animation right before the "picking up the flower" animation triggered, which cancelled both. So you didn't get the full animation of the ending.
Also I might have mixed up my right from my left when making the tutorial... I swear my IQ is at least of 5! I think...
Hahaha I hope our feedback helped even just a little bit!
It's awesome that you handle feedback so well! I think it's a great trait to have when making games as it's really going to help you make even better games as you go on!
Whether you continue this project or not, I'm certain you've learned a lot from this and really look forward to what you come up with next!
Don't sweat it too much on the time constraints, friend! This was a super fun experience! Whenever I leave a comment/review, I add whatever I can think of to improve the overall player experience in case developers plan on making post jam versions of their games or just want ideas to consider for their next games! Hahaha
Also... THANK YOU SO MUCH FOR PUTTING OUR VIDEO ON YOUR PAGE!!! I sent a screenshot to our editor and both of us are incredibly grateful for your kindness!!!
Very impressive game with beautiful hand drawn art. I love the automaton theme as well. The bosses attacks are well choreographed too, which is something that's kind of rare in 2d action games.
Super cool game! I think the game would feel a lot better and more satisfying if the rhythm of the attack sequence match the music for each boss. I would feel more immersed in the dance of it and it would feel more natural. The pace of each fight would also be unique! Very good music and awesome concept!
Thank you for the comment! It's funny that you mention that little bit about the attack sequence, that's something we went over but by the time we actually really considered it, it was a little too late for the jam. Maybe if we update it (which isn't out of the question!) then we'll make it to where the player becomes immersed as you described. Thanks for the suggestion!