UnderBreak by MlleAB
GENRE : **Shooter, Adventure
Underbreak is an Action/Shooter game with rogue-like mechanics, where you have to deal with demons on each level to improve your character (but at a cost : - )). More than 28 different runs with 9 unique characters !
STORY
Dying is a thing. Escaping from hell is another.
As a newcomer in hell, you'll try your way out of the underworld. Shoot the imps and get the keys to go higher and closer to the surface. But freedom has a price, and some pacts with demons will need to be signed…
Will you spend your life wisely enough to get through the circles of doom? Or die trying?
Style Low Poly and Pixel Arts



TEAM
- Producer: Yann Roirand ---
- Game Designer: Yacine Djadja, Benjamin Ramaugé, Guillaume André ---
- Developpers: Kévin Roussel, Julien Lemaire, Benjamin Robcis ---
- Game Artists: Anna Bressan, Axel Suzanne, Chloé Viatgé ---
- Sound Designer: Tom Laporte ---
Where you can find us...
- Follow RedStudio on Youtube: https://www.youtube.com/channel/UCpcqBwz3l_m82UxLgI1qpOQ
- Follow La Grande Table Productions (music): https://www.youtube.com/channel/UCfQgXy-pvjjEbuv1ggBEQ
- Follow Debile134 on Instagram (Pixel Art): https://www.instagram.com/debile_134/?hl=fr
- Follow Sticmac on Youtube: https://www.youtube.com/channel/UCsPW9iLnrDY9XiUHV_P56Aw
FRENCH YOUTUBER AND CO-FOUNDER OF RED STUDIO
Here is a video featuring UnderBreak and nine other games made during the Ludum
Link YouTube LesAventuresDeRed

Ratings
| Given | 57🗳️ | 58🗨️ |
I'll start with what I liked:
* graphics are great, especially for 3D art, and the animation are really smooth
* the music and sound effect are cool
* The narration is the best part, the twist at the end is well executed
But:
* The main mechanic is unclear: what is the consequence of picking a demon ? The first time it gaves me a power (triple fire, shield, or time pause), but the second pick ? And the third ? The movement seems to degrade, is it a bug or link to the demon ? I cannot use the demon power on the second stage if I pick another one (but this may be intended)
* I was disapointed when I realized I cannot refuse to commit to a demon. I thought the game would be: choose power to finish the game quickly but lose the narrative, or refuse the deals and get the good ending. Maybe it was your intention and you ran out of time ?
* There is no way to quit the game, go to the menu, or do another run with different demons. I had to relaunch the game every time
* The power has no visual cooldown, but it does have a cooldown
So I think, to sum up, a little bit of visual feedback for the consequences of choosing a demon would be nice.
For the bug part:
* In the third level two music are playing at the same time
* After the end the menu appear, but starting again just make you start at the end of the game
* The third power is broken, it just stop movement (player and enemies) but not the enemy ai which keep firing at you, and there is no way to reverse it
I do wish I had a moment to breathe when dropping into the levels. It felt like the level would start and I immediately take a cheapshot from an enemy. That could be a simple fix, either starting the player in a hallway that leads to the open range, or a 3-2-1 countdown.
Great work everyone!
Also, I think the movement being 'disturbed' is a bad idea. Removing control from the player is never a good idea, as it makes it feels like the game is being unfair and/or frustrating. You should play on something else than disturbing the player's movements. Slowing it is a better idea since you do leave control to the player (Albeit nor a truly good one either).
Otherwise, the twist at the end surprised me, and I did replayed through the game to get the good ending. I also enjoyed the gun play.
I'm actually a bit sad that the game doesn't last longer ;)
I just wish the combat was maybe a bit more versatile with more moving enemies etc
The storytelling is good, but really short, maybe if you had more things to do in between demons it would be better.
But congrats for the game, bro
Once the stream is finished you can find the video here: https://www.twitch.tv/ursagames/videos
If you want to know when it was played you can find your game in the queue here: https://tinyurl.com/y5rdokvp
Really great job on creating the assets (includes sound). They are amazing. Kudos :)
About the UI disappearing, it's a downgrade you choosed just before the third level ^.^
The camera folloed the player quite nicely. well done!
Story was cool and I loved the cutscenes, I was actually super curious what was going to happen.
Now to the only and big flaw imo:
The controls were however a pain the ass, sorry to put it that way. I think it might help if one control would be the dominant one, keyboard or mouse. I'd say use the keyboard and then with the mouse you can rotate your upper body for like max 180 degrees? it felt really weird that you run backwards and at the last level the controls didn't seem to do what I wanted.
Overall great job for a gamejam and I love the level of detail you put into it! :)
Yeah the controls are a bit odd right now, and the movement is actually a malus effect from the demons you choose, but we are looking forward to a next update which will replace movement change with level design changes : )
What I did like was the great graphics and general game play. There seemed to be a lot of thought put into it.
For the move disturb, it's the malus for the game jam build, as it's written on the pact you accept before launching each map. We are actually doing a Post-Jam build, with large levels and move malus replaced with level design changes, and combat difficulty change is on track : )
Interesting takes on the graphics, demons were really funny to look at!
I had trouble understanding the controls as it's wasn't pretty clear that demons were changing anything. But maybe I just missed it!
Looking forward your post-jam build to retest it in proper conditions :)
Congrats for making a game!
Was the odd bug here and there but nothing game breaking. Given more time to iron out bugs and refine the controls a bit more would really make this. Well done on what you made and hope you continue to make good entries in future jams :)
This is really impressive you managed to do this much in that little time.
It was a bit hard to read and parse what the pros and cons were going to be of each choice, but otherwise this is phenomenal work for something done in such short time!
* The way the minions change the gameplay in a considerable way(reversing movement was the death of me) was unique
* I enjoyed the shield ability, and the recharge mechanic made it more strategic than i would have expected intially.
* the combat felt a little slower paced then for my taste in the begginging. I felt like the projectiles were a bit slow
I managed to escape hell! I thought that was a clever twist.
Gameplay wise: It felt a bit fiddly - I think for a shooter like this its very important to make the player feel like he has precise control over exactly where he's shooting, and where he should aim. I wasn't sure why I was missing enemies sometimes, and I wasn't exactly sure where the bounds of my hitbox were.
Good job :)
What are karma points? Anyway, the game is great and there's little to complain about. :smiley:
I also enjoyed the narrative of the game and the twist at the end. Had to play it actually 3 times, till I realized what leads to the good ending… And I enjoyed it.
But the actual gameplay with the combat is kind of the weak point of the game. Controls are kind of vague and the control corruption later amplifies this even more. Also it seems that you basically can't hide behind obstacles from projectiles.
Still really awesome work from you guys :)
Afterall, great game.
The core gameplay was simple enough and worked as intendend, I guess. The shooting mechanic felt a little unsatisfying. The pellets the player and the enemies shot felt very underwhelming and there were almost no visual feedback of hitting an enemy. I think that might be my biggest critisicm.
The level to level mechanic of choosing a demon and selecting some kind of debuff(?) wasn't really clear to me. I always picked the debuff and often didn't really know what the exact consequance was. Espacially for the first one (something like demon rage). Since the enemoies hat a very basic (to nonexisting) ai, the game was fairly easy and dying wasn't really an option. Some more variation in enemies patterns and weapons would've been great.
Also, I was totally expecting a boss fight after the third level :) Too bad it was just the end dialogue.
All in all, a very polished looking game with some core gameplay issues, that you might wanna work on after the jam! Good job nontheless
The movement penalty from the second stage felt like a bug. It was a while before I figured out it was intended. I initially thought it was caused the controller I have plugged in. Perhaps the descriptions could be better as 'disable forwards movement' isn't really what is happening. I also don't like how you have to mouse over the tick and cross buttons to see what they are.
I kept getting hit on the first level by invisible bullets. I think they were underground. They should really collide with the terrain.
Art was fantastic, even though the characters were visually supposed to be holding weapons.
The levels looked awesome, the characters were well done.
The music was cool and helped set the mood. The sound was a little lacking, but what it had didn't detract from the game.
Movement felt a bit slippery from the inertia.
The projectiles felt like they were forgotten and the placeholders left in.
The perks from the demons felt mostly irrelevant, having almost no impact on gameplay.
Overall, I quite enjoyed this game. Looking forward to what you make of it.