Really awesome game, it is very well polished and is very fun to play. Great Job!
Play ride
Down the Hellevator [Jam Version]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #8 | 4.375 | 4.375 |
| Approachability | #14 | 4.125 | 4.125 |
| Overall | #15 | 4.031 | 4.031 |
| Audio | #23 | 3.875 | 3.875 |
| Theme | #37 | 3.844 | 3.844 |
| Fun | #74 | 3.469 | 3.469 |
| Creativity | #91 | 3.438 | 3.438 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
surprisingly deep entry with a lot of cool systems like upgrades, a shop, randomized levels, dialogue system and so on. The sprites are amazing, and I really like the direction this game wants to go
My only real gripe is what everyone else has already said, there was an enemy that showed only once (the one which attacks portions of the player area), I died at room 46 :( I also managed to buy the red gem and used it accidentally before leaving the shop (idk, it's weird that you don't know what it does before you buy)
Great style, look, and feel to this game. Sound works well to.
Love the concept, and the game mechanics.
I did find it a bit to repetitive. The difficulty didn't ramp up much, it got very samey.
Only once did i get the enemies that spawn the "!" taking out whole rows.
Twice i got the mega spawning demons from bellow.
And first few levels with just the demon spawning dragged on.
Random can be good, but takes away YOUR control on difficulty ramping and development of the overall arch of the game.
Regardless, I did really enjoy playing this game :)! It's really well put together.
Great job, well done. I hope you continue and improve this game after the Jam, as I think it's a great base to build upon to something really great!
Thanks a lot for the feedback and for playing the game. I definitely plan on improving the game after the jam, especially in terms of fixing the generation system to make it less repetitive. My plan is to make it still a bit randomized but with more handmade patterns and scenarios to ensure that it never gets too predictable and that there are some more unique floors that still provide a challenge!
I love the art! The aesthetic and music are also very impressive. The first 6 or so floors are laughably easy, but the game picks up after that. I wish there was more variety between levels, but still pretty fun overall.
If you would check out my game as well, I would be very thankful.
I love the setting, the art and the music, but I'm afraid we've got a bit of a quantity-over-quality kind of thing going on. I'd love to play this again once all 50 floors are uniquely designed, but for the time being, every floor except for the one floor with the laser-y enemy (floor 9? unless it's random) can be beaten hitless by walking counterclockwise at a brisk pace. I was impressed at the inclusion of a shop system, but at this short a time budget it might have been better if the time were put on more attack patterns^^ (I'd have loved to face the "too many airstrikes" situation I saw on twitter :p)
But don't get me wrong! As a base for a game, as well as stylistically, this is hella impressive, and I was invested to face every floor to see what else the game has in store.
I hope you plan to expand on this after the jam. With imps spawning on the left sometimes, more modulation on the patterns, a subtle environment change every 10 floors, a surprise boss fight against the obviously-evil shopkeeper, and a scoring system for high score hunts, this is something I can see myself sinking quite a bit of time into.
Hey, thanks for playing and for the feedback! I completely agree with the issue of attack repetition and lack of variation, it's certainly the least polished aspect of the game. In reality, it went through a lot of different iterations during the jam time and I'm not happy with how it ended up, I'm absolutely going to be refactoring it for an after-jam version to make it more exciting and varied. There are a lot of attack patterns *in* the game, classic bullet hell circle patterns, sine waves, and another variation of the spear attack that isn't used because it caused so many glitched with the generation despite being available.
I'm planning on making more handcrafted scenarios mixed in with random elements to keep it exciting, and I'm wanting to add some of the other things you pointed out, (Highscores, a boss battle, etc!) And making more floors that are like the insane ones shown on Twitter lol. Again, thanks for the constructive criticism, and I hope that when the game is patched it'll live up to these expectations!
Really cool concept.
Lovely visuals, lovely music, really smooth movement. Nicely done!
Visuals and audio are nice, and the idea of a rogue lite / bullet hell in an elevator (nice pun btw) is cool. But it gets veeeery repetitive very fast. And the fact that it's only dodge based makes it difficult to add true rogue like element (we can't really build any upgrade combo)
Also it's too easy, a rogue like where you can't die kinda defeats the point of a rogue like lol.
But it has potential, maybe adjust the difficulty curve and add some upgrades on a post jam version and it could be great.
Hey, thanks!
I understand you're main points of criticism though, and I completely agree with them. When the jam is over I'm wanting to overhaul how the attacks are generated to make for a much better difficulty curve/add more variety, as well as add a few other small details to make it more in line with a roguelite. The current version of the attack generator was hastily put together and it shows. Again, thanks for the feedback and for playing!
Very interesting game! I really loved it!
The first 5 or 6 levels are very similar. I thought that the game was about dodging the arrows. It turned out to be more chaotic than that. Very good game and concept!
Very nice graphics and audio, was a little lacking in polish,
for example the hole after the falling shoot thing just disappears, just like the player particles,
i wish there were some more VFX and cool stuff like that.
The UI is probably the cleanest thing i have ever seen, the transitions are top notch!
Gameplay gets a little stale after wave 20 and there isn't much more to do after getting to see every pattern.
Amazing game, very cool!
Hey, thanks so much for playing and for the feedback as well! There were some aspects of the game that were polished but, had gotten broken in some way or another. For instance, the impact hole the spears make is supposed to fade out smoothly after spawning but about halfway through development that just… stopped. And I don’t really know why, it's supposed to be an animation that plays as soon as the sprite is spawned but it just doesn't. All of your feedback is really helpful though and I'll take it into consideration when making the post-jam version of the game! =)
Really cool game, Mammon is great, the game itself was relatively easy and I almost never used the ghost form, but it's incredibly polished. If you don't mind me asking... is the game infinite? I kept playing until round 40 or so but it kept going. Great job with this one.
I really liked writing for Mammon hah. Also, I agree on it being too easy! I didn't polish the attack generation system well enough and I believe it shows, I'm hoping to overhaul it in the near future so that a post-jam version has a better difficulty curve. Thanks for playing, and thanks for your kind words!


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