Play game
Hell Hole's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio Design | #18 | 3.133 | 3.133 |
| Visual Design | #25 | 3.267 | 3.267 |
| Ultimate Impression (this decides the winners) | #30 | 2.800 | 2.800 |
| Humor | #65 | 1.267 | 1.267 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.






Comments
Loved the game! very tense i actually felt like i was being sucked in the whole time
Congrats on the game ! It was, I think, the highlight of the jam for me. Awesome idea, great level design and sublime atmosphere !
Really solid idea and execution. The atmosphere is excellent. The fact that all the buildings are 'deformable' really took me off guard and amazed me.
My only small critiques are about the gameplay; I played my first two runs walking around aimlessly, not knowing what to do but trying different things. Finally, I checked the jam page and comments to see that there was a "RAZR" item. It is quite hard to see, but I ended up finding it. For anyone else confused, the RAZR is a little black object on a desk in a large doorless building.
So my only concern is that if not for the extra information outside of the game, I probably would have assumed there was nothing left to do, and quit.
The RAZR has a very fun gimmick; it felt great. If you ever wanted to expand this game further -which you absolutely could- I would love more gameplay with it!
Overall, this game has a lot of potential, and my only real critique is that it is short, and could use more direction for the player (or at least clues). I also am intrigued about the premise and wish I got more lore in the form of environmental story telling. Well done for making this very solid game in 2 weeks! <3
Thanks for the compliments and feedback! Great to hear you liked the map deformation aspect of it. I put probably a little too much time into that while I should've focused on other parts lol. I agree the game would definitely benefit from having more direction, more or less relies on the player's patience while exploring the map entirely right now. If I were to work on this more, I would definitely expand upon the environmental story telling 100% in addition to the lore.
Also a little fun fact about the RAZR, I was originally designing it to also glide across the surface of an object. Ideally, this would allow the player to better traverse the map and escape the wind attraction from the hole. Unfortunately, I ran into more physics problems than I could tackle for a two week jam, so I had to put it on the back burner. Its rough implementation is buried in the game's code somewhere though.
This is an interesting yet terrifying concept. The audios and visuals were really well done. I feel there could be a bit more visual guidance on the expectation on how to escape: I only found the RAZR after a few retries; I expected something to be inside the actual buildings but there wasn't anything that could help me.
I only found one way of escaping, not sure if there are more, as I've looked around for a bit and haven't found much. I'm interested to know the intended escape routes.
Overall, this is definitely a foundation for a cool game.
Thank you for the compliments and feedback! Most of the audio and visuals I acquired from people on itch and other platforms. Their work I linked on the game's page if you are interested. Definitely agree on the visual guidance, my focus was elsewhere and time snuck up on me, so I was unfortunately unable to work more on that in time. Same with expanding the content on the map, inside and out.
In the game's current state, there is only one way to safely escape via the lone building outside the fences. The intended way to get there is to use the RAZR on the surrounding buildings/scaffolding to get on the large building's roof, and finally hop onto the lone building's roof from there. If updating it further, I would definitely work more on this as it was (as you pointed out) not clear on how to get there and it also becomes not possible once the hole grows large enough. Appreciate the interest in this, apologies it wasn't more fleshed out for you to explore.
I think a webgl /Godot issue but after my first death and being put back to main menu, I lost the ability to rotate my camera which made the game unplayable on respawn.
Graphics + atmosphere very good, and the level design feels very well put together with some really great scenery + horizon. Death state for the hole was pretty fun!
Thank you for the feedback! I believe too that the issue has to do with Godot's web build specifically, as that problem was not occurring on the OS builds. I went ahead and made a note on the game page regarding it. Glad you enjoyed the rest of the game!
Really cool idea, the hole opening up and sucking you in. only thing is I didnt really know what to do. great job
Thank you! Completely understandable about not knowing what to do, I ran out of time and was not able to implement a structure for the game flow.
The visuals and audio were surprisingly good for a one man team. I wanted to explore the world a bit more but the wind made me move to slow (and into that big hole more than I would like to admit). But The world was cool.
I did have this bug where I kept loosing camera control. Should be an easy fix.
I got major Lethal Company vibes from this. Excited to see where it goes.
Thank you for the compliments and feedback! Most of the visual/audio assets were free on itch and other platforms, and the links for them are on the game's page if you are interested. I would very much like to expand upon the map more if I decide to update it later. As for the camera control bug, as far as I can tell initially (and as suggested by another commenter) it has to do with how Godot exports the web build. The wind values I was experimenting with quite a bit since I wanted to find the perfect balance between allowing the player to explore more but also be more of a threat if too close to the hole.