HELLEVATORS by Quackqack

Play as Satan’s HR department, operating HELLEVATORS to ensure damned souls can traverse the lobby and reach their allocated layer of hell.
- Gain time when souls reach the portal that matches the colour of the indicator above their head.
- Lose time if they don’t make it! A soul can only survive in the lobby for so long!
- A soul's indicator will spin faster as they get closer to expiry.
- Souls will only move when they have a full path to their portal.
CONTROLS:
- Click on two points in an elevator shaft to spawn an elevator.
- Click the remove button at the top of an active shaft to drop the elevator out of play.



| Link | https://quackqack.itch.io/hellevators |
| Link | https://github.com/dylanljenkins/ld48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/hellevators |
Ratings
| Overall | 1198th | 3.35⭐ | 22🧑⚖️ |
| Fun | 1240th | 3.125⭐ | 22🧑⚖️ |
| Innovation | 204th | 3.925⭐ | 22🧑⚖️ |
| Theme | 1536th | 3.075⭐ | 22🧑⚖️ |
| Graphics | 1209th | 3.4⭐ | 22🧑⚖️ |
| Audio | 792th | 3.342⭐ | 21🧑⚖️ |
| Humor | 549th | 3.147⭐ | 19🧑⚖️ |
| Mood | 1609th | 2.825⭐ | 22🧑⚖️ |
| Given | 31🗳️ | 9🗨️ |
- This is a really fun management/puzzler game, I like it a lot
- great graphics for the game
- metal!
- sounds fit the actions well
- the environment impact from snipping an elevator is satisfying
Improvements:
- a scoreboard for seeing your best runs would be nice
- I guess it would change the mechanics of the game a bit (maybe in a worse direction) but would be cool if the passengers try to get as close as they can to the destination and not necessarily require a complete path.
Bugs:
- didn't find any
Graphics were simple, but worked really well. It was clear at a glance what everything was and what it did. the only think is that sometimes the red and pink marks were a little hard to tell apart unless they were next to each other.
As @superpokeunicorn and @bw-devel suggested, it might be more intuitive to have souls start pathing towards their portal even if a full path hasn't been connected.
Thanks for the feedback!
The UI makes it difficult to play the game. It's easy to miss a passenger spawning and it's hard to know when someone is/isn't in an elevator - that's a problem when a significant part of the game play is cutting them loose :)
Overall it's a fun concept and I enjoyed trying it out. Good job and thank you!
One thing I would like is for the souls to contrast more against the background. I sometimes missed ones that spawned against the brighter earth texture.
Good game :)
I think it would have been better if the characters would get as close as they could rather than waiting for a complete path.
The falling elevators when you remove them was a nice touch.
The best score I achieved was 123.