stepbystep Reviews
stepbystep is a minimalistic programming puzzle platformer with experimental turn-based mechanics where you must write a command sequence to complete the levels that will be run automatically.
App ID | 972940 |
App Type | GAME |
Developers | Evgeny Petrov |
Publishers | Not a Prototype games |
Categories | Single-player, Steam Achievements, Full controller support |
Genres | Indie, Strategy |
Release Date | 22 Nov, 2018 |
Platforms | Windows, Linux |
Supported Languages | English |

2 Total Reviews
1 Positive Reviews
1 Negative Reviews
Mixed Score
stepbystep has garnered a total of 2 reviews, with 1 positive reviews and 1 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for stepbystep over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
15 minutes
cheap and nice
👍 : 1 |
😃 : 0
Positive
Playtime:
19 minutes
fun game, but very difficult!
👍 : 1 |
😃 : 0
Positive
Playtime:
24 minutes
Pretty good for the price if you like calm puzzle games then you should get it. Warning tho you have to use your brain for this haha.
👍 : 1 |
😃 : 0
Positive
Playtime:
135 minutes
Enjoyed the gameplay and finished the game in just over an hour.
Frustratingly I had to play wipe my progress and play the game again to all the achievements as they glitched for some reason first time around, but 'hundroed' it in the end.
👍 : 1 |
😃 : 0
Positive
Playtime:
48 minutes
The description was appealing, but the programming quickly became tedious. It felt like Trackamania, but if one were forced to input all their moves first and then watch the game's quirky physics ruin your predictions …and if there were moving death traps. Or like aligning a website layout for a school project back before the CSS3+HTML5 revolution.
As for game mechanics: The traps' moves are not shown beforehand, the player's jump height is _slightly over_ two blocks and jump/drop trajectiories are quite arbitrary, which makes the game a marathon of trial and error, where some throws at the goal succeed despite a clearly visible overlap of green and red squares.
As for UX: The game tries to do an invisible tutorial, as many similar puzzle games of minimalistic aesthetics, but IMHO it fails to deliver due to both basic mechanics and tight levels being too annoying for the player to think of in-air double jumping (with even more unpredictable trajectories). Only from a community guide I learned (or got reminded — but do not expect me to remember obscure controls after a month) that there are weird keyboard shortcuts for editing the sequence, assuming knowledge of another shortcut to restore the last sequence (yes, someone apparently presents the players with a design where by default they need to re-type the whole input sequence every single re-try); but even then, it is unsable under Proton, because the input labels just stopped working at some point and suddenly the arrows (which seemed to be just simple Unicode's ←↓↑→) were all replaced with the have-fun-reading rectangle (▯).
(However, hey, this game's idea, which brought me here in the first place, seemed original and appealing, so let me add a small cheer owed to indie devs: good luck in future developments and have fun experimenting.)
👍 : 1 |
😃 : 0
Negative