
Olympia Rising is a 2-D action platformer starring Iola - a young warrior who has been cast into the Underworld after meeting an untimely end. She must navigate through the various twisted regions of Hades' domain, fighting through hoards of deadly creatures as she attempts her escape, making her way to Mount Olympus.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Disclaimer 1: I only played this game for about forty minutes, so feel free to correct me or clarify when needed. Disclaimer 2: Not a big platformer guy, never liked megaman or the like. I wanted to like this game, but it left me frustrated in the bad kind of way, and most of my problems are with the core game mechanics. This is a "genuine indie experience" meaning there is a lot of charm, but also alot of obvious design-mistakes. Here they are (in my shallow perspective) from experience-ruining to nitpicks: - Time slows down for about half a second every time you kill an enemy, which is a crime against the player in a game that requires timing - You move vertically, with bursts of speed. Off-screen enemies can be inside of you after only a fraction of a second. This, combined with the fact that your basic attack kills anything in your vicinity turns the game into a spam-fest. - Platforms usually cannot be passed through from below. I thought the gaming-industry had collectivily agreed that this was a bad idea that breaks flow? - Getting damaged cancels your jump. At first, I thought this was a bug. since the green goo spells instant death this often results in frustrating deaths. Why?? - You cannot attack while clinging to walls, and the clinging is automatic. I constantly got stuck on terrain, then damaged. Just a bad decision - Starting from the bottom of the same, unchanging level every time you die quickly makes the first half of any level a chore. - You fall way too quick, meaning in the vast majority of cases, missing a single platform leads to goo-death. There is little you can do except hope for a platform below. - If you do well on a level, the excess coins carry over to the next level, making the game easier for excellent players and harder for those who needs more than one try. TL;DR: The movement is clunky, unreliable and frustrating, which would render any platformer nearly unplayable, regardless of art or leveldesign. There is no room or incentive for any strategi
The game is pretty and intersting, but uses a password system instead of saves, and you have to use Alt-F4 to close it.
Given how obscure this game is, I don't want to give it a thumbs down, because, for the most part, it's well made, and I know there's people out there who would enjoy it. Yet at the same time, I can't possibly recommend this in good conscience. I should start off by saying this is unapologetically old-school. Not necessarily a good or bad thing, but it's worth noting. I won't say it's brutally difficult because there's way more challenging (new and old) 2D platformers out there. But it does feel pretty barren as far as content goes. The game is relatively short, and there's no unlockables or extra modes or side content. The replayability past the first playthrough is decent if you're into speedruns, but for the average player, you most likely won't want to touch this game ever again in your life, if you can even make it to the end. Also there's no resolution settings, no achievements, no cloud saves etc. It really feels like a bad port of a 90's game. Which sounds cool, until you realize you could be emulating some snes games instead. The 2D sprite art is actually very nice, and despite the intentional retro look, it's actually rather colorful and detailed. The mythological theme of the game is also a nice touch, and while keeping lore to a minimum, it still delivered some aesthetic flavor. The soundtrack feels rather outdated, and uninspired. It conforms to the old school nature of this game, but the compositions don't fit the game's theme. In a sense, it feels like it could have been made for any retro game out there, not necessarily this one. And unlike some of the soundtrack gems from old retro games, this isn't any memorable or interesting at all. Gameplay-wise, the controls feel very responsive, yet the level design ends up rather punishing for no good reason. What I mean by that is, it gives you an arsenal of tools that are rather op, you can grab and hold onto walls indefinitely, chain wall jump on a single wall up to the ceiling, you can double jump, you can dash mid-air, you can even hover float upwards mid-air, you can attack around you mid-air, and all of it feels very responsive. Yet at the same time, the game will still bend you over by overhead platforms that you can bump into mid-air as you try to navigate upwards and fall all the way down (often times in "lava" floor that will instantly kill you), sometimes you'll take damage as you try to hit an enemy mid-air (there's no invisibility as you slash so you have to make sure the enemy will be within your sword swing and not too close to you, which is common sense really, but not as easy to execute accurately while trying to chain combos mid-air, as you're watching out for platforms over your head, and trying not to fall into the chasing lava floor.) Maybe if some of those "frustrations" were not in place, your kit would end up too op, or the game would end up too easy, but bs level design is not the right way to balance this or make the game feel satisfyingly challenging. Of course I'm not going to get all entitled over this, as I know that if someone cared enough to replay each level enough times to master it, it's absolutely possible to build up a lot of momentum and flow in this game. It's a high risk high reward kind of approach. This lack of handholding, and somewhat steep learning curve as far as nailing a flawless execution goes (despite the straight forward and responsive controls), conform to the overall unapologetic, repetition based, old school take of this game, but at the end of the day, and as "rewarding" as a perfect combo chain should feel in theory, in reality, the game still isn't all that fun to play and feels rather gimmicky. tl;dr: honestly, this game is total ♥♥♥♥, and considering all the great 2D platformers out there, skip this one, even if you're a fan of the genre, whether you're looking for a challenge, or feel nostalgic. P.S. Want a challenging retro style 2D platformer that's actually fun? Try Volgarr the Viking. Want a good 2D game with a Hellenic/mythological theme that nails that aesthetic? Play Apotheon.
Pixel Rich :)
Interesante juego de plataformas con un buen curro de pixel art sobre los hombros. Lo apoyé en Kickstarter y sinceramente me ha dejado planchado en cuanto a duración, el cual he acabado en menos de tres horas. Hay muchas características en las que flaquea pero consigue acercarse a la sensación arcade y ahí gana muchos puntos. Los controles necesitan pulirse un poco, la esfera de invulnerabilidad es un poder inútil, desplazarse hacia abajo es casi ir a ciegas y los jefes son interesantes pero tampoco un gran reto. Los demás niveles y detalles si son divertidos, pero me gustaría ver una segunda parte con mucho más contenido, poderes y niveles menos centrados en hacer spam de combos. Quizás algo más enfocado al estilo de la saga Wario Land le haría mucha justicia, en un principio era la premisa que esperaba con Olympia Rising. ¿Merece la pena? Sin duda, es un título que puedes acabar en una tarde pero las horas se van a pasar volando. Y al final eso es lo importante.
[h1] Simple little platformer with a bit of monster slashing if you know what I mean. Ascend the tower and collect coins by slashing enemies. Gather enough to proceed to next area, if not repeat. Infinite continues so use them wisely. Animation and movement is smooth however gameplay is without much flair to be honest. [/h1]
Olympia Rising is an action platformer with pixel style art, where the goal is to collect an increasing number of coins from enemies and treasures in order to proceed in the game. If you collect more than the required number of coins from the level you are playing, you get to carry them forward to the next level. Unless you die, then you lose every coin you have ever collected. Since it's safe to assume most players will die at some point, especially in levels in which a wave of acid is constantly chasing you, this really discourages the player from doing anything more than the bare minimum required to complete each level. The controls are a bit stiff and cannot be mapped. The music is nice enough, in a retraux way. Graphics and animations look good. Level design is above average for an indie title. Did not like that you cannot skip or speed up the dialogue segments, that seemed unnecessary. For the price point the game doesn't seem bad, however it just wasn't my cup of tea.
Feels like a forgotten classic
At $4.99 retail ($1.99 during the Steam Autumn Sale) you really cannot go wrong with this action platformer. I've been having such a blast playing it for the last couple hours. The levels are fun to explore using the air combo mechanic, and the enemies and boss battles bleed old-school awesomeness! While I haven't beat the game yet, I definitely plan on coming back to it for some more coin collecting underworld punishment!
Pixel Art: 4/5 Immersion: 4/5 Gameplay: 4/5 (Great platformer) Controls: 4/5 Value: 4/5 (Price is just right) Difficulty: 3/5 -------------- Overall 4.0 (Difficulty is always excluded) [url=http://store.steampowered.com/curator/31208751/]Please follow my Pixel Art Curation for other great games...[/url] Beautiful, engaging, challenging, fun! The pixel graphic design and animation are AWESOME! This is definitely a cool platformer worth exploring by novice or expert platformer. The mechanics and controls are great, making for a very fluid exploration of a creative world with lots of jumping, clinging, and slashing. When you consider the price for this game, it is a no-brainer...Get it, play it, love it!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| In Vitra - JRPG Adventure | $6.4K | 63 | 65% | $4.99 |
| Odium to the Core | $6.4K | 63 | 78% | $4.99 |
| Tick Tock Bang Bang | $6.4K | 56 | 77% | $4.99 |
| Fortune-499 | $6.4K | 54 | 100% | $4.99 |
| SOK MAX | $6.4K | 84 | 86% | $4.99 |
| Goats on a Bridge | $6.4K | 56 | 91% | $4.99 |