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(+1)

Pretty cool concept. Essentially a doom clone, which is actually pretty rare to see, but the pregnancy aspect is not very obvious.

Levels are decent, though they are VERY red. The tunnels are relatively interesting to explore with a good amount of twists and turns. Wouldn't mind seeing a keycard or two, but it's hardly important.

Enemies are plentiful. The imps are a lot stronger than you'd expect imps to be damage-wise, but given how much faster the player is, said damage is easily avoided so you never feel forced to trade hits. I'm assuming if there were other stronger enemies, the imps would have more of a weak-swarmer role.

Music is great, fits the theme and feels very doom-like. Graphics, same thing.

The imps do grow larger when shot, but it's not very noticeable from a distance and the lighting kinda blows out their outlines when facing a certain direction (south/southwest?).


When they're downed it's not very clear that they're resting on their bellies, and looks more like they're covering their bodies with a cloth or something. It's also quite difficult to see the animation that plays when imps are downed due to the player's weapon usually being pointed in a way that blocks the view. One thing I noticed is that the imps shrink back down right after being shot, no idea if that's intentional or not but figured it was worth a mention.

It's probably out-of-scope for the game jam, but something like a player-preg mechanic could add a bit more depth by giving the player a choice between strength/tankiness vs speed/dexterity? That or having it be a visual representation of the player's health, so the player is essentially just as vulnerable as the enemies? Not sure how it would work given the doom-like perspective, but just throwing the idea out there.

Overall a very solid start for a game that I would like to see expanded upon.

(1 edit)

I am glad you are currently enjoying the concept of the build and I really hope you check out all the future updates to come.

The level design choice for first 3 levels was heavily inspired by the original Doom but I wanted to make it more 'Hell-like' if that makes any sense, if you look closer at the wall, floor and ceiling designs of the game you'll notice that they are edited pictures of real life rocks and minerals like the original Doom.

The Idea for the Imp was for them to be the basic first demon of the game that on their own they aren't much of a threat but as a group they can easily overwhelm you. I also made the decision to have them first up as they are in most Hell depiction canons to be the lowest ranking demon spawn in Hell.

As inspired by the original Doom I wanted to captured that 90's pure nerd feel of having Midi versions of famous metal songs throughout the game, the first 3 levels feature midi tracks from Judas Priest as I felt like it would fit the vibe I was going for. The source of the music used can be found here: Metal MIDI: Download MIDI Files.

Due to the Engine choice a lot of the 2D sprites turn along with the players eyesight akin to Wolfenstein 3D hence the perspective can be awkward at times and for this I apologise, I do aim the add more details to the Imp models long term to emphasize changes.

It may appear the Imp models are shrinking down when defeated and I can explain what is actually happening. The Imps are flying in this universe as inspired by flying Imps in the game Elder Scrolls IV: Oblivion and I took to the idea hence the walking models are flying models. Upon defeat an Imp gets so gravid and heavy they can't fly so the end up ground bound and exhausted from the excess weight they're carrying.

Due to limitations with the Game Engine I am using for Hellspawner unfortunately the weighted player idea sadly can't happen but thank you for the suggestion as it is something I myself would like to do maybe in a different project in a different engine one day.

I would like to take this opportunity to thank you for your feedback and I hope to expand upon it in the future :)