Skyward Descent
Use your jet to manoeuvre through and burn enemies. Discover powerful item synergies. Die repeatedly to tough bosses.
Screenshots
85 user reviews
4 Steam reviews
Review History
| LANGUAGE | AUDIO | SUBTITLES | INTERFACE |
|---|---|---|---|
| English | — | — | Y |

Use your jet to manoeuvre through and burn enemies. Discover powerful item synergies. Die repeatedly to tough bosses.
5 user reviews
4 Steam reviews
| LANGUAGE | AUDIO | SUBTITLES | INTERFACE |
|---|---|---|---|
| English | — | — | Y |
слишком сырой проект
The game is very easy to pick up and play, and for the most part the gameplay is easy to understand. There are a few things that are frustrating to me playing this game, though.
After defeating a boss, if you haven't taken any damage, you get an option to shuffle around some of your stats. I've gotten options like "+30 HP & -30 HP" multiple times, which is incredibly frustrating because it makes one of your options useless. There is another power up called "Lucky Items" that is supposed to give you more stat boosts in the game, but I never noticed any difference when I got it.
This is a pretty fun game - it could definitely use some polish, but I keep coming back to it and finding out new things about the game and how it works. Overall, a pretty solid game.
Skyward Descent is an action-packed roguelite shooter. I played the original browser version, which I liked as well as this.
Despite it may not be the revolution of a game genre (as the same developer states), it has some intriguing variables and elements.
These are the general stats upgradable at the end of each round:
• [b]Health[/b]: when 0 will remove the floor under you;
• [b]Damage[/b]: the amount of HP that bullets afflict;
• [b]Fire Rate[/b]: the spawn rate of bullets;
• [b]Jetpack[/b]: flying permanence;
• [b]Aura[/b]: the efficiency of all aura-based power ups;
• [b]Floor[/b]: every hit, will reduce its size.
There are as much power ups as needed to give a different direction every run, like a little build system: you can focus on a direct attack build by increasing bullets [b]damage[/b] and [b]fire rate[/b], or a defense build focused on [b]health[/b] and [b]floor[/b] length. My favorite was the [b]aura[/b] one; very compelling.
The challange was overall balanced: never felt I broked the game and maybe it can work well even without unlucky objects that decrease stats (never took one).
Here's some considerations / bug reports:
• The game could use a better presentation and UI: the window title is "New project" with default Construct icon. Also a label when game is paused and on volume sliders can give a better aspect.
• The object "Dead weight" is too unfair, it can be removed or rethinked.
• With the object "Warp", I accidentally went out the screen, and I wasn't able to come back. Maybe an area limit can resolve this issue.
• If I left click when the game is paused, the player spawn a bullet. Not a serious bug, but it can be part of the presentation and polishing stuff.
• "Vengeaful spirits" keep living after next run if they didn't hit an enemy.
• Everytime I took "Lucky objects", never noticed the increase of probability of them appearing. I think it can be increased even more.
Hope you can add more bosses like the original version and the super fun boss rush modality.
Nice work.
A really compelling game, I started it up to see what the deal was and immediately lost half an hour to it.









