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A jam submission

Down the Hellevator [Jam Version]View game page

One hell of an elevator ride.
Submitted by SplendidDog (@SplendidJams) — 10 hours, 5 minutes before the deadline
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Play ride

Down the Hellevator [Jam Version]'s itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#84.3754.375
Approachability#144.1254.125
Overall#154.0314.031
Audio#233.8753.875
Theme#373.8443.844
Fun#743.4693.469
Creativity#913.4383.438

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 28 to 21 of 28 · Next page · Last page
Submitted(+1)

Really awesome game, it is very well polished and is very fun to play. Great Job!

Submitted(+1)

Beautiful style and good feel playing the game. Sound works well to, even tho i sometimes did not perfectly understood what sound was linked to what. Good concept, and mechanics, very well made !

Submitted(+1)

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)

Submitted(+1)

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!

Developer(+1)

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!

Submitted(+1)

This was so FUN! I loved it. It felt SUPER polished and fit the theme well.

I would suggest increasing the rate at which you face new obstacles (it might be random and I just got unlucky). I got the same first 6 or 7 waves. 

Well done!

Developer

Hey, thanks a ton!

Also, yeah I agree hah, a lot of people have had that issue where the waves can get repetitive, I'm hoping to add more obstacles and attacks for a post-jam version.

Again, thanks for the kind words and for playing!

Submitted(+1)

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.

Developer(+1)

Thanks so much, also, I can absolutely do that!

Submitted(+1)

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.

Developer (2 edits)

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!

Submitted(+1)

Sounds exciting! Best of luck with it.

Submitted(+1)

Really cool concept.

Lovely visuals, lovely music, really smooth movement. Nicely done!

Developer

Thanks a lot!

Viewing comments 28 to 21 of 28 · Next page · Last page