Hellevator by Snowdrama
You are a pizza boy making a delivery to an apartment complex, when you get into the elvevator you find that the elevator suddenly starts going down rapidly, soon you find yourself in a lava covered landscape. You've somehow found the elevator to hell!
As demons descend on you, you reach into your warming bag and like every bad pizza delivery person, you pull out your revolver. You'll have to fight if you want to make it back out of hell!

Keyboard Controls:
- WASD - Move
- Mouse - Aim
- Left Click - Shoot
- E Key - Interact
- R Key - Reload
- Mouse Wheel - Change Weapon
Gamepad Controls:
- Left Analog - Move
- Right Analog - Aim
- Right Trigger - Shoot
- A/Cross - Interact
- X/Square - Reload
- Left/Right Shoulder - Change Weapon
| Link | https://snowdrama.itch.io/Hellevator |
| Link | https://snowdrama.itch.io/Hellevator |
| Original URL | https://ldjam.com/events/ludum-dare/54/hellevator-1 |
Ratings
| Overall | 551th | 3.583⭐ | 26🧑⚖️ |
| Fun | 454th | 3.563⭐ | 26🧑⚖️ |
| Innovation | 832th | 3.023⭐ | 24🧑⚖️ |
| Theme | 783th | 3.313⭐ | 26🧑⚖️ |
| Graphics | 493th | 3.729⭐ | 26🧑⚖️ |
| Audio | 316th | 3.614⭐ | 24🧑⚖️ |
| Humor | 637th | 2.75⭐ | 22🧑⚖️ |
| Mood | 676th | 3.417⭐ | 26🧑⚖️ |
| Given | 34🗳️ | 10🗨️ |
Good job !
@joesturge Thanks! I love the music too @aaldrik did a great job for sure! and the story was @rot-god's idea.
@ampo Thank you! Appreciated!
the difficulty spike did feel pretty large on level 3, but overall it was very fun
I love this game and have a lot of fun shooting enemies,wish there can be more content of this game,maybe more upgrade for gun is need xD,,nice work
@hagamosvideojuegos Thanks! Appreciate the candy! :candy:
@eli-heinrichs thank you! I was glad I took the time to implement the reload mini game for sure, and yeah I do wish we had more time for enemies, unfortunately new enemy variants didn't make it into the game until the last 4ish hours before the jam ended haha, 5 hours before it ended it only had 1 enemy type!
@olddog Yeah I also wish there was more content. Upgrades and stuff were planned but cut for time since other more pressing features took longer than expected like the level art, reloading, and the wave stuff.
Sugestions:
I think that the pickup button is largely unnecessary. Heart containers could be used on collision as long as you have missing health. The guns are mostly upgrades so no need to manually pick them up either.
I also think that the wave progression is a bit slow. The first level is too easy has many waves with same enemy and boss. I think condensing the waves and introducing different enemies sooner would be better. That would also help with the difficulty spike at level 2.
If the quick reload benefit is only time then I think that the timing window should be a bit earlier. Or simply increasing ammo/damage/fire rate would work as well.
Overall, Solid top-down shooter.
@lastuck I'll make sure @aaldrik and @rot-god know you liked the music and art!
@fahim-faysal yeah balance was something I didn't have a lot of time for. The heart containers could be just on hit but pickup is still needed because you can only carry 2 guns at once so once you get 3 guns you have to use it to choose which gun you want to keep. I do think that introducing the other enemy sooner(there were only 2 completed) would have just moved the difficulty spike sooner, the main reason for level 1 being so long was to introduce the revolver and reload mechanics, then give the assault rifle and give you just a bit more time with that before increasing the difficulty. On replays it definitely feels pretty long due to it being so easy in comparison. I think the addition of the bat should have been when the wave still only allowed 2 enemies to spawn, but introducing the bat the same wave we increase it to 3 enemies at once was overkill for sure. Good feedback though appreciated!
@shess Appreciated! We have another game currently in development with similar controls and stuff but we may come back to this based on the interest and performance from feedback and stuff. There was so much we still wanted to add more enemies more guns, more animations and stuff.
@contro1990 The hitboxes are pretty generous already, all the hitboxes are like 80% of the sprites size, the smallest hitbox is the player it's a small circle, but it's just around the feet not the body or head. If we touch this after the jam what I'd like to do is make the character like a more square-ish shape instead of a tall rectangle.
@gamebuilder Yeah this is why the game starts off fairly easy, in order to allow you to get a feel for things before making the game harder. Reloading was something I debated from the beginning because I knew right out the gate it would make the game a degree harder, but seems that it's not as massive of a hurdle as I may have initially thought, I just wish we had more time to fully flesh out the risk/reward stuff for the reload timing and balanced a lot better.
@kazuma Thank you! Glad you enjoyed it!
As for the game itself, the first impression was the audio, I really like the variety in gunshot and projectile sounds, they do make each attacks and weapons feel very unique and distinctive, and enhance the overall experience. The pixel art style was really nice, I like the color palette of choice, it portrayed the dark, demonic atmosphere and ambience of hell very well. Also I love the fact that you guys put a nice little twist there for the reload mechanic, you actually had to time it right to get the gun reloaded a little faster, it reminds me of the railgunner in Risk of Rain 2 which shares the same mechanic, super cool and creative!
But there's a few issues I came across during the playthrough, and I'd like to let you guys know for future improvements:
- First is the interaction mechanic, I think some objects like the hearts should be picked up automatically when you collided with them. And sometimes when I swapped weapons near the blue chains, the previous gun got thrown outside of the walkable area, which basically made you lost that said gun since it was possible to reach. I think a simple collider on each interactable object should do the trick just fine.
- Adding some sort of indicators or highlights to interactable objects when you came near them should be a great idea to consider, because they were hard to notice sometimes since the screen was covered in projectiles from enemies.
- Guns can be reloaded even if they're currently full, even though it didn't affect the gameplay too much, but it's still a thing worth to note down. Also the time it saved for timing the reload right wasn't too much, for that I could have just hit reload and ignored the timing entirely. I suggest moving the blue section more to the middle of the bar, and maybe give some damage boost for the next shots, those should take the fun to another level in my opinion.
- The overall balance seems a bit off, since the bosses were kinda underwhelming, and it was a bit repetitive as most waves had the same enemy patterns and boss. I think some adjustments like introducing different enemy types or making the boss stronger would greatly increase the playing enjoyment and make the progress of clearing waves more worthy and rewarding too.
Regardless, this is a very fun and engaging game, and a nice take on combining the theme with the bullet-hell aspect, definitely goes into my list of hidden gems of this Ludum Dare! Astonishing job on this entry guys, I'm impressed! But consider going out there and leaving helpful feedbacks to other games because your karma is rather low, so that your game has more chances to be discovered by others.