A New Hell by Kaish

THE OPPOSITE OF LOVE IS NOT HATE, BUT INDIFFERENCE.
Today, a new sin corrupts humanity. Indifference destroys human bonds, breaks trust between people, and imprisons individuals in their own realities. To welcome these lost souls, a new hell must be created. As an archangel, you must descend into the deepest abyss and, with your divine powers, create a new circle so that they will pay for their indifference.


How to Play 🖱️
• AD or Arrows: Right/Left
• Space: Attack
Team ⚒️
• Euler Moises: 🎵Audio 🎨Art 📐Game Design SoundCloud
• Kaish Kuny: 💻Code 📐Game Design
▶️ [Play in the Browser]
Tradução Português-Brasileiro 🇧🇷
O OPOSTO DO AMOR NÃO É O ÓDIO, MAS A INDIFERENÇA.
Hoje, um novo pecado corrompe a humanidade. A indiferança destrói laços humanos, quebra a confiança entre as pessoas e aprisiona indivíduos em suas próprias realidades. Para acolher essas almas perdidas, um novo inferno deve ser criado. Como um arcanjo, você deve descer ao abismo mais profundo e, com seus poderes divinos, criar um novo círculo para que paguem por sua indiferença.
Como jogar 🖱️
• AD ou Setas: Direita/Esquerda
• Espaço: Ataque
Equipe ⚒️
• Euler Moisés: 🎵Áudio 🎨Arte 📐Design SoundCloud
• Kaish Kuny: 💻Código 📐Design
Change Log
v1.1 Bug fix: Graph not loading in web version
v1.2 Update: Difficulty adjustment. Reduced obstacles number (4/13)
| Link | https://kaish.itch.io/a-new-hell |
| Original URL | https://ldjam.com/events/ludum-dare/57/a-new-hell |
Ratings
| Overall | 218th | 3.828⭐ | 63🧑⚖️ |
| Fun | 130th | 3.867⭐ | 62🧑⚖️ |
| Innovation | 148th | 3.822⭐ | 61🧑⚖️ |
| Theme | 242th | 3.992⭐ | 62🧑⚖️ |
| Graphics | 507th | 3.508⭐ | 62🧑⚖️ |
| Audio | 153th | 3.819⭐ | 60🧑⚖️ |
| Humor | 511th | 2.637⭐ | 53🧑⚖️ |
| Mood | 348th | 3.707⭐ | 60🧑⚖️ |
| Given | 70🗳️ | 114🗨️ |
Fixed, thanks for letting us know
We are on!
Thanks for stopping by.
Nice soundtrack and simple graphics that mesh very well to a really focused experience.
Played it on stream here: https://www.twitch.tv/videos/2428950737?t=2h35m55s
Overal, the game was fun, until it wasn't XD
the retries got to me
`https://www.youtube.com/watch?v=gFk44q7aTqE&t=13120s`
I feel like I was really close to finishing this one. Maybe I'll go back and polish off those last few levels!
I think it was a great idea to let players ricochet off of spikes. That really opens up a whole 'nother dimension to the mechanics that was fun to learn!
My suffering from the stream :)
A very challenging game which I actually like a lot.
~Xp
This was really tricky, but a fun concept! I did unfortunately run into an issue relatively frequently where I would beat a level, then the next level wouldn't load when I exited. This happened on the title screen, on level 7 twice, then on level 8, and I had to replay the boss fight multiple times before it let me progress to the end. It seemed like maybe I had missed the loading trigger as I fell down the hole, because it seemed to happen whenever I came down with a lot of velocity at a strange angle. If I hit space, I could hear the attack sound playing, so presumably I was in freefall below the stage.

I think there's a small tweak that you could make that would really amp up the game feel - It seemed like your attack hitbox only ever lasts *exactly* as long as the animation played for, but if you kept the hitbox around for a few frames after the animation finishes, I think the timing would feel a lot more consistent for players. Because of how quick the animation is, you don't really have a good sense of when the exact end of the animation is, which makes it really unclear when your hitbox is going to disappear. This lack of clarity makes tight attacks feel frustrating to execute, because there isn't enough time for your brain to parse that the animation had ended if you die; When you can die the frame after the animation finishes, there's very little perceptual difference between an attack hitting, or an attack getting you killed. Even if the attack's actual length stayed exactly the same, but the animation played 2x faster (so that there was some dead time after the animation finishes before you start getting hurt again) I think it would make the timing so much easier to understand, because your brain would have time to catch up and see that the animation had fully completed before you died :)
It also might be a good idea to make sure that the player always has some minimum speed after a collision - During the boss fight, I often found myself making this exact same slide again and again, as I came up from the bottom area. It felt very confusing when my bouncing would stop dead

Finally, I also absolutely loved the palette swapping! It's so much fun to see the level change as you progress!
Overall, this was fun! Please don't take the fact that I had a lot of feedback to give as a sign that I didn't like the game - I tend to give the most feedback to games that I spend the most time with! :) Well done!

The core mechanic was interesting but suffered a little bit from unpredictable physics sometimes. For example, two square blocks placed next to each other, forming a flat surface should behave as one block, but sometimes hitting the exact point between the two squares would result in a rather chaotic bounce. I think overall *some* way to give the character a bit more control of the bounces would be good, but I don't know exactly what this would look like--maybe some subtle air control up/down depending on whether the attack button is still being held or not, similarly to variable-height jumps in platformers?
The different areas were somewhat varied and it was nice to explore a different enemy mechanic every time. "Wrath" was maybe the most frustrating due to the enemy shots, which could be shielded of course, but which could also have been telegraphed a bit better? Also in violence, was the bottom-left enemy really subtly different with a smaller chase radius? Seemed a bit strange to be the only such case in the game.
The music was nice, and the graphics were very simple but cute. Maybe it could have been more clear what the attack radius and cooldown are.
https://www.youtube.com/live/wu_09x7tuLk?si=4pQpoNqMIz98aLw3&t=1185
Sometimes the level does not spawn the bomb or destroys the path to continue. This can happen i a game-jam just wanted to let you know.
You build a great game team. you can be really proud of the end result.
Gostei bastante desse; eu só não sei se entendi direito qual era a mecânica lá no círculo da Gula (tive a impressão de que era pra atingir eles em alta velocidade mas não tenho certeza se era isso mesmo). Mas no geral gostei dos desafios :)
Agora, preciso dizer que foi bem engraçado pra mim ver as imagens gigantes aqui na página e na hora de iniciar o jogo me deparar com os bichinhos microscópicos lá rs (merece um ponto extra de humor culposo)
The idea is a really interesting combination of mechanics/games, well done!