Escape from Hell by Becher
An action game where you have to escape from hell to defeat your enemy... Have fun ;)
Play the game (web)
I made some update on this version : * Sped up the player movement * Remade the upgrade system (press E on the platform) * Didn't tp to respawn point when jump to complete the bridge * Add life to blob and reduce the loot you get when you kill them
See the original version here.
There is a new concept art to the boss.

| HTML5 (web) | https://becher.itch.io/escape-from-hell |
| Source code | https://github.com/mathieubecher/ld44 |
| Windows | http://portfoliobecher.com/Windows/EscapeFromHell |
| Original URL | https://ldjam.com/events/ludum-dare/44/escape-from-hell |
Ratings
| Given | 38🗳️ | 20🗨️ |
About always starting over at the beginning, I think it's a bad habit on my part ...
I can understand that it becomes quickly tedious. I'll try to solve that next time.
Thanks for your return ;).
*Sorry for my english...*
The knight at the top right of the platform gives you if you talk to him.
**When you die, press [space] to respawn.**
*I forgot to add this info on the panel ... Sorry :S, [B] is the input to the joystick*
Although the player was pretty slow as I had to walk everywhere from start.
Maybe you could speed him up a little bit.
This game is really nice job and I believe you could use it's core to build something even more interesting :wink:
The idea is cool tho, I'll give ya that.
I'll tried to add a dash control to complete the combat system and work on the upgrade system too.
Honestly, i just create them because it's the foe who take the least time to do (programming & graphics).
But gameplay was quite slow and tedious, I don't know why I keep returning to start, and not really sure what i was supposed to do.
Anyway, good job !
To reach it, you have to revive and use your body to complet bridges.
Like that, you will find a portal and upgrade system.
Thus, you will be able to face and defeat the knight :)
Hope it fix the problem a bit
I hoped that increasing the speed of the player would be enough ...
Tonight, i'll change a rule to respawn at your actual position when you jump, it should be enough, i hope.
Some feedback:
- Adding music would have really helped, even if it was just the first "fantasy music royalty free" clip that popped up on a google search, it's a small time investment in comparison to the return
- The diagonal movement was faster than the horizontal/vertical movement, if both x and y movement is active instead of having x = x + speed and y = y + speed you could do x = x + sqrt(2) * speed and y = y + sqrt(2) * speed (Ignore this, if the movement was intentionally built like this)
Overall just a good compo entry, I'm definitely gonna take more time to look at your art and animations to try and learn from them :)
I understood that in a compo you have to do all by yourself, so i don't add music because i had absolutely not experience in that domain...
I was thinking about it, add life to slime and lower the number of souls that they loot. Maybe i'll do this on next update.
The portal in the dead hall should be animated, but still it's beautiful.
Overall, I really enjoyed the game, cool arts and no bugs thank you :)
This concept's based on Berserk, at this moment :


So what did I miss, what was the whole point of that you die and go farm souls etc? The boss fight didn't get any easier and it wasn't really hard to begin with. Just tedious. Go forward, swipe (however many times you feel brave enough for) and walk back. Rinse and repeat for about ten straight minutes.
The outside scene looked gorgeous. Can't really say the same about the inside bit, it looked a bit rushed in comparison. The slime enemies also seemed very very buggy. They liked to completely disappear at times and sometimes just died on their own. That or the sword hitbox was extremely funky.
Controls didn't feel super great either. Sure, they did the job wouldn't really cut it if the game was more involved and the combat got even a bit harder. It should be more crispy and pixel perfect instead of floaty like this.
Anyways, good job! Even though short and very repetitive, it was an enjoyable ride!
The hitboxes are a little weird sometimes, it feels like the sidewards hit range is a lot more than the top and especially the down range.
Overall good job.
The only thing is combat felt a bit off, it was hard to hit in the correct direction reliably.
Really liked the sword swooshing animation though.
Art was beautiful, especially the beginning area. The combat was a little bit clunky, but it worked. The idea of dying, then collecting souls to recover your body and get extra power is really neat.
Would have been amazing with some music and SFX, but hey, 48 hours is super short. Great entry.
You can check my game here: https://ldjam.com/events/ludum-dare/44/space-rabbit
As said before, the movements are a bit floaty, but otherwise, the art looks good and the game works as expected. I only wish you could hit in diagonals and while moving.
Good job !
the respawn with space doesn't work in firefox - linux
nice dark soulish style, and the characters were really verbose and rich in personality
i liked it!

It made me interested in this games world and the characters adventure in a very short time, that's not easy.
[https://www.instagram.com/mathieu_becher/](https://www.instagram.com/mathieu_becher/)
Thanks anyway :)
* more rooms, more interactions
* add audio
Another issue I had was the grinding. You *could* go back and forth from the boss battle to the respawn world, but what is the more obvious path is to just grind souls then fight the boss. What I found was that I grinded for five minutes, then had all the souls I needed to wreck the boss, no difficulty experienced. It would probably be better if the enemies *didn't* respawn naturally and only respawned when you died. This would keep you retrying the boss at a regular interval. That would do a better job of giving 'survived by the skin of my teeth' moments, since the player won't have the chance to grind ridiculous levels of power. It would also that the game is frequently split up, from high stakes boss battle one minute, to laid back simple enemies the next. Currently, the way I played the game was instant death from boss, five minutes of grinding, easy win. This probably isn't a very good difficulty curve, and I think there's a lot to be gained from limiting the amount of power a player can obtain.
Otherwise though, the graphics were all round amazing, good job. I would have liked to see what this game would have become as a jam game, with a full extra 24 hours of work added. I think it would be a truly awesome game, and what you've got now is testament to that! :thumbsup:
those would be the combat and repeatedly dying without a reason.
I understand the sacrifice part of it but then it just felt... tedious to fight, not really that much fun.
I understand this is compo, but maybe you should have put more time into player controller and fighting mechanics. Maybe you should have done a Jam to add that stuff.
Otherwise a good job overall! Maybe you just needed more time that's all.
The interior 'hell' felt a bit disappointing after the exterior was so beautiful.
Fighting slimes (which apparently are soul-vessels, like in The Little Mermaid?) is pretty boring, and since it's unlimited, about 4 minutes of grinding here made the upper boss go down without much challenge. From a game design perspective, this needs work. But bonus points for making something so visually polished.
Also! I liked the in-world button prompts and credits at the end. That's really fun.
The gameplay is a bit clunky. I found that the movement was a bit slow. The idea for an underground tunnel is interesting but the slimes are a bit boring.The boss is also very easy to cheese by hit and run tactics once you have enough health. But I like how show the credits at the end.
Overall, I think this a solid entry and you should expand upon it in the future.
the mood is really, really good
I missed the "shift key" to run
I captured like 30 souls before to see the bridge down the map and then I bought like 15 each and got back to fight the boss: the pattern was quite easy to go up and down and kill him with no difficulty :)
Jokes aside, while gameplay can become repetitive if you have to grind a lot, and more variation could have certainly been appreciated, I did have a good time playing :)
I liked the concept of fighting your way back to the real word, and the soul-gathering mechanic made for a quite direct but effective take on the theme. And, needless to say, the visuals were just impressive.
Combat could use some improvements. For example, while fighting the slime-like creatures I had problems sometimes determining what was the actual area of effect.
As for the boss fight, once you've levelled up your strength and life enough the challenge is gone, you just hack him until he falls and if HP is high you don't even need to try to avoid his attacks.
Maybe some more variation on his attack patterns + anticipation could help on this regard.
I also missed sound and music, but it's understandable for the compo and a game relatively ambitious such as yours.
This entry has a lot of potential, congrats! :smiley:
I Found some issues on the game:
- The shop at the south of the slimes didn't work for me
- The dying mechanic is a little clunky
but overall, its a good game, you just need to polish it
i died the first time (what was a surprise because i didn't know the enemy was actually hitting me) and i was STUCK in hell, no being possible to escape from it because i spent all my souls making a bridge out of myself.
The game looks nice but still kinda confusing
You could have improved the level design bit by placing the "exit" right next to the start, so the player would only have the "store" left to explore. Other than that great job! Impressive for a compo post!
PS: I found the theme interpetation a bit weak, but nothing stopped you from making a good game, and I respect that!
I would have loved more enemy variety to test out my new muscles
it's curious @Strega, i didn't have this problem before.
Sorry about that..
The game looks really good anyways, the graphics are top. This game would benefits a lot from a original soundtrack !
Good job !
Feel like the mood was missing with there not being any music though
Good job, quite impressive :)