Hellevator by JHax

[raw]
made by JHax for Ludum Dare 55 (JAM)

Going down...

In Hellevator, you play as one of Hell's many maintenance imps. Charged with ensuring those cursed to eternal damnation are kept busy with menial email jobs and tedious busywork. Operate the elevators of the netherworld as the souls of the damned summon your lift-piloting skills to their personal circles of The Inferno. Hellevator_SCreen3.PNG

Ratings

Given 53🗳️ 74🗨️

Feedback

Macibacsi56
16. Apr 2024 · 10:11 UTC
Great game, i love the audio :D
Macibacsi56
16. Apr 2024 · 10:11 UTC
Great game, i love the audio :D
fisu
16. Apr 2024 · 10:15 UTC
Nice playable game, cool audio.
jbisnee
16. Apr 2024 · 16:11 UTC
I like the music vibe. Also it's fun to play, idea of playing as service imp in hell is cool
Nytezerak
16. Apr 2024 · 16:55 UTC
Loved it! Graphics was a bit confusing but hell i loved this game! Nice concept!
Marnova
16. Apr 2024 · 16:58 UTC
Very playable. Really enjoyed the theme and of course, the music :)
Kirass
16. Apr 2024 · 23:09 UTC
You are really great! The game turned out great!
Albatross
17. Apr 2024 · 00:08 UTC
Very unique take on the theme, however I found the levels to be a little tedious.
James Greenleaf
17. Apr 2024 · 01:03 UTC
I really liked the concept and music, but the controls were a bit unintuitive.
iellswo
17. Apr 2024 · 01:14 UTC
The Good:
- Love the art, am a big fan of pixel art.
- Gameplay was pretty fun for the first couple levels.
- Really enjoyed _most_ of the sound design.

The Not So Good:
- Was not a fan of the high pitched elevator noises, found them a bit grating.
- The game gets extremely difficult on level 3, when you are suddenly managing multiple elevators, especially because moving between them is such a hassle.

Design Thoughts:

The biggest points of confusion to me came in the controls for the imp. It might be a _me_ problem, but keeping track of multiple elevators, multiple doors, and multiple sides that the imp can exit on felt like too much for my brain to handle. Several times I would accidentally exit when I meant to open a door or I would jump out on the wrong side and plummet. Also the death on the sides of the screen felt a little bit too tight, would have liked more wiggle room.

TL;DR

Great art, good aesthetic, game was too difficult for me and I only played until I failed level 3, also one sound effect in particular gave me a headache but I loved the rest of the SFX.
yellow
17. Apr 2024 · 02:01 UTC
This art is what I love! It reminds me of the games I played on TV when I was a child! I think I need to study its mechanism more! Great game!
D0vid
17. Apr 2024 · 12:13 UTC
I thought my game was difficult but this is something else xD

Had to retry the first level a couple times to get it right

I really liked the fact that you have to flap your wings to go up instead of just jumping
Custodi
18. Apr 2024 · 16:35 UTC
Unusual mechanic working as technical employee as imp)
Skulls changes their direction by random or they do some tasks on floors?
🎤 JHax
18. Apr 2024 · 18:27 UTC
@custodi it's based off a list of tasks at specific bits of different floors. The first few levels have a fixed list of tasks, in the later ones the tasks are generated at random
Poutine Studio
18. Apr 2024 · 23:12 UTC
WOW!! That's fully fleshed out game! I'm really impressed! The whole thing is great. Good Job!
Yanato
19. Apr 2024 · 17:11 UTC
Oh I remembered old SEGA games with this. Cool simple style in sounds and pixelart. At first I didn’t understand how to play but in a minute I got hooked
CodeChomper
19. Apr 2024 · 20:11 UTC
Cool Entry! I felt like I was in hell operating the elevator for such demanding souls lol. Once I got the hang of playing I was able to complete a lot of the levels. I like that you let the user pick the level each time instead of forcing a progression style unlocking. I had fun, thanks!
fhgaha
20. Apr 2024 · 08:29 UTC
my positive comment here
Lamp_p
20. Apr 2024 · 18:43 UTC
Short little game that explored an neat concept. The controls were very different in this game which some will like and others may not. The graphics and audio were good. I found it engaging for a little while.
braktheman
21. Apr 2024 · 20:49 UTC
Took me a few minutes to understand but once I did it works well for me. Like the added strategy of having to fly between the elevators. Controls felt a little cumbersome at times but I don't really have any suggestions to make them less. Impressed how many different levels you had. Really enjoyed playing it! Great job!
CallMeTy
22. Apr 2024 · 21:03 UTC
I liked this one a lot! It started out pretty calmly but the later levels were really stressful but fun! A very impressive entry for the jam with the amount of levels and polish. Great job!
Baluj
25. Apr 2024 · 16:40 UTC
I like the mechanics, but the controls seem strange to me and I have confused them with each other. Good job!
Local Minimum
25. Apr 2024 · 16:42 UTC
I think the idea was fun, the game admittedly is really quite stressful from even the first level while the controls takes some getting used to. I was too busy trying to shuttle souls up and down to really notice the information on the right side, so I think there need to be clearer UI right in the middle of the screen that helps the player know that they have saved X of Y that is needed and Z that will spawn on the level.

I'm guessing that the need to jump into and out of elevators was for later levels, but that one needed to keep track of which way to exit felt like an uncommon mechanism, and I wonder if it couldn't have been simplified to just exiting while remaining on the elevator position and then being free to move about. And elevator only picking you up when you enter the elevator tile. An, I'm guessing unintended aspect of how this worked was that it's entirely possible to lock oneself out of playing any level by exiting the wrong direction twice when at the level select screen. That could have been fixed by having the elevators start descending after not having been in use for a couple of seconds.

All in all though, a good entry!
aeveis
04. May 2024 · 05:58 UTC
I liked the levels where it was just one elevator and it was fun to manage, since walking or flying was really slow, and it was easy to hit the edge and respawn which could be a big loss in time. I think the mechanic is good, but since the quota is exact it feels like you fail when even one worker is obliterated (though I guess that is a failure, at least a moral one perhaps?), but sometimes it feels like there just isn't enough time to go between each elevator. If the player went much faster than the elevator I feel like that might better justify having multiple ones and flitting about them could be more fun.