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The Road to Hell's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #42 | 3.862 | 3.862 |
Story | #69 | 3.655 | 3.655 |
Fun | #94 | 3.759 | 3.759 |
Overall | #103 | 3.759 | 3.759 |
Sound | #179 | 3.310 | 3.310 |
Mechanics | #211 | 3.345 | 3.345 |
Theme | #225 | 3.690 | 3.690 |
Aesthetics | #268 | 3.621 | 3.621 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
A number of assets from the asset store. I'l stick some links in the game description.
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Comments
Your game is fun, I loved it!
Thanks! glad you enjoyed it :)
A very fine game!! I had to stop playing it because it is addictive, and I want to play some more games today! Good work!!
Thanks for playing :)
This game is absolutely spectacular! The artwork is breathtaking, and the mechanics are flawless. It offers an incredibly immersive and thrilling experience that I absolutely loved. Incredible job!
Thanks, I really appreciate that :), really glad you had fun!
That was loads of fun! well done! and thanks for not making me restart the entire game if I die! appreciated!
Thanks a lot :), much appreciated.
The ghostbusting experience was fun and liked the collectibles that would spawn and help you out in the game, as well as the upgrades. Nice job on this!
Thanks for playing and glad you had fun! Really pleased to hear it :).
Much appreciated.
Great music choice and visuals! The game looks really polished for a game jam entry. It reminded me of the mobile games that pop up in YouTube ads, lol. Good job!
hah yes, that was part of my initial idea, and it didn't stray to far from that :),
Thanks for noticing the polish to. It cost me some time doing more balancing, but I really wanted a nice overall look/feel to the game.
Excellent submission! Dude made all those mobile ads in to a reality! Love the upgrade system with a few powerups as you go through. I've noticed a lot of games miss those two elements in game jams. The bit of personalization (upgrades) and randomness (in game power ups) allow for more replay value. Thanks for your submission!
Woo! I'm glad someone saw through to my most original idea, of that infamous Mobile game ad :P.
Thanks for playing and the feedback, it's much appreciated :)
Very nice realization. The music gives a really nice touch!
Love the idea of bonus / malus!
Had fun playing it!
awesome, glad you enjoyed it :) thanks!
Simple and fun! The choice of music is spot on. Those hat ghosts are so fast sometimes I don’t get enough time to move. My strategy was to get as much health as possible and once I’m able to get 5 of my holo bot friends it becomes very easy to blast through the wave. I enjoyed playing it!
Thanks! Yeah those Holo Helpers broke any semblance of balance :P.
I love the music and power ups, great job!
thanks! :)
Some very witty and funny writing! I'm glad I got to farm coins a bit after dying a lot. Even after maxing out fire rate and move speed, I struggled a bit on the final two levels until I got a ton of health. But it all worked out in the end, great work!!
Thanks for sticking with it! :) I'm glad you enjoyed the story stuff, I really enjoyed making it :).
I'm sorry the balancing wasn't any better :P. It got stuck with issues of over powered Holo Helpers, and making challenging enough levels.
Thanks for playing, I appreciate it!
I'm not too sure it's serendipitous to be told to be lucky. :P
I like the general gameplay idea, but found it frustrating when enemies spawned at the far ends and I wasn't able to deal with both in time. I maxed out move speed first but even with that I couldn't go end to end quick enough, and that's not even taking into account grabbing coins and power ups. I did really appreciate being able to stockpile money on failed attempts, the best strategy to me is grab as many coins as possible and don't worry about losing health. :)
Weapon fire rate for me as the first thing to max. But that's a fair point, and as part of the difficulty in the waves I was making them able to spawn further apart.
Yeah unfortunately that does become the best way of getting over the hurdle of level 5(ish). I didn't get the balance right in this one, but I felt I could at least ensure people had the chance to make it through :), by sending them back in with 8 lives and all their upgrades. No one plays Jam games for longevity :P.
Hope you had fun with the story elements.
Thanks for playing!
Oh and I thank you very Serendipitously,.... (I've no idea how to use this word in a sentence myself :P)
Replayed it to make sure, and as i've thought (but wasn't sure) the powerups bought stay even eafter you fail, that's a nice gameplay loop :)
The only thing i'd mention is the amount of enemies that spawn, sometimes is impossible to keep them at bay until you get at least one gost. Maybe increasing the spawn rate over time until it reaches the current spawn speed would help with that? Not too sure about that though.
I really enjoyed playing it, cheers! :D
The Holo Helpers, yeah, broken :P. That combined with he RNG element of their spawning.
I tried balancing things but ran out of time to implement more control over that. Probably spent too much time polishing things like the menu screens and plot/dialogue sections :P.
Thanks for playing, glad you enjoyed it :)
You're welcome :)
If interested I'd like to give you some suggestions (i'd pick one of them, but you could try a mix n' match and see how it works out):
-Have one Holo helper to spawn if you don't die in the first 5 to 10 seconds. Maybe one near the start could suffice in let's say the first 10 seconds.
-A single time upgrade (can be bought only once) that's a bit more expensive than the rest but grants you one Holo helper on level's start. Or cheaper but you need to buy it on every level if you wanted it.
-The rate of spawn modified so it ramps up over time. Let's say the spawn speed/rate for level 5 is 5 units. Make it so it increases over time from 2-(LevelIndex) so in this case it'd start at 3 and speeds up to 5.
I hope these help, cheers :)
Oh yeah I had a few ideas on all this, just ran out of time to implement any of them.
I should have balanced it so the less holo helpers you have the more Green power ups spawn, and the more you have, the more Red cancel them out ones. Would have been a lot better. Probably wouldn't have been to much work, but I got stuck polishing up menus and story and getting the WebGL version to work on itch properly.
Could have had the option to buy them in the shop, with a follow up option to upgrade them (so they start as the player does at level 1, and you have to also pay to upgrade their levels. Maybe have a cap on how many you can have via this, that costs a lot to upgrade.
Maybe have them only last for 10-20 seconds, thus stopping the over powered thing that happens when you have 4 (I started with 8 of them before testing :P).
So yeah, think we're on similar pages with it :), just wish I had one more day :P, or the ability to let some of the other stuff be a little less nice :P.
If your idea is to have it relative to how many Holos you have, wouldn't it be better to adjust the spawn speed or spawn rate relative to that instead?
After all, all you need is time until you get that first Holo helper
It was fun to play!
Glad you had fun!
Thanks :)
I had a lot of fun with this one, I played to the end! I like how there's a constant sense of progress even if you fail. It was really satisfying maxing out move speed and fire rate. I didn't buy anything health related till the end lol.
You know your game mechanics well :).
I had trouble with the level balance, the whole system needs a re-work really, but it was to late for that :).
Thanks for playing, I'm glad you made it through!
I hope you enjoyed the plot/story side as well. I had a lot of fun on that.
Really nice arcade shooter, had to retry a few times, but still didn't make it to the end. (but that's on me lol)
check out the tips section :)
But yeah Axe head and Wizard hat ghost rounds ramp things up a bit to much.
the RNG on getting Holo's matter, grabbed a couple early on and you'll be golden. It's Totally worth it for the massive big budget cut scene at the end,...... :P
I made it to the end, good fun and nice music. Balancing needs some work.
Oh I couldn't agree more :)
It needs a complete re-work on some stuff to get the balance right. But you know how it is :), ran out of time, balanced as best I could by allowing for replays without loosing shop items. The RNG though has a lot to answer for :P.
Thanks for playing! glad you had fun!
Impressive and good fun with awesome music :)
Thanks! much appreciated :)
The story bits are funny - some witty bits for sure. It's a fun game that gets hard quick. I really enjoyed it. Great pick with the music, too.
Thanks! Last two levels require a bit of saving up for, and some luck with the RNG on the Holo Helpers drop.
Glad you enjoyed the story bits, I had a lot of fun making them :).
I always like seeing your stuff, had fun playing this one. I played it on my Youtube and if you want to see my feedback while playing it you can check it out here.
thanks for playing, and for recording you playing! :)
But I demand you go back and read all of the story bits! :P :D Seeing you whizz by them (for obvious good reason to not waste time unnecessarily in video), hurt my soul a bit :P.
I will do that tonight after work again. Yeah its hard time wise to squeeze them all in but I will go give it a much longer play
One thing I can say though is from the amounts I did read of it already gave it one of my highest ratings for Story so far,