HELL deep is your love? by Villanelle
Synopsys
HELL deep would you go to save your love?
Going against the rules of the Underworld, Baphe fell in love for a human, which ultimately led to her soul being reaped by the God of Death and imprisoned in the depths of Hell. Lead the hopeless transgressor through the ways of the Underworld to rescue his love.
"Not even death will do us part!"
The Devs
Programming: Pedro H. Borba (@pedonho)
Art: Aryana P. Moralli (@felo07)
Game Design: Carolina Queiroz (@villanelle) | João Carlos Lacerda (@bogard)
Music & Sound Effects: Dan Medeiros (@danmedeiros)
Social Media
Listen to Hell deep is your love's Soundtrack
Follow us on Twitter
Subscribe to our YouTube Channel
In-game
Short trailer
https://www.youtube.com/watch?v=CSRUJqGTYhM
Screenshots


Controls:
- Movement: WASD; Arrow Keys; D-pad (controller)
- Jump: Space bar; Z or K; A button (controller)
- Grab ladders/ropes: Up/Down button
- Unfreeze: spam left and right
Game concepts
Deep Into Music
Deep Into Art
Deep Into Game Design
Deep Into Game Design - Part 2
Deep Into Programming
Post-Jam Version
Thanks to YOU we are now able to release this downloadable post-jam version of the game. We addressed to a lot of issues that Ludum Dare’s community has pointed out to us, here’s a list:
- Increased autoscroll speed
- The screen waits for player inputs to start scrolling
- The player now has to be entirely out of screen borders to die
- Music doesn’t restart after death (maybe the most required fix on our game hahah)
- Player’s physics is more precise
- Reviewed hitboxes of the enemies
- Moving platforms redesign
- Tutorial section (with Pixel Font)
- Recolor of ropes and ladders
- Balanced overall difficulty
- Fixed minor errors in level design
- New End Screen
We hope all of you who played our game before consider trying it again in this new version. But if you haven’t yet, please check it out!
NOTE: Our game jam version (the web version), made in 72 hours from scratch, is still available for you to play and rate us.
| Jam Version (web) | https://doublemindgames.itch.io/helldeep |
| Post-Jam Version downloadable on Itch.io | https://doublemindgames.itch.io/helldeep |
| Original URL | https://ldjam.com/events/ludum-dare/48/hell-deep-is-your-love |
Ratings
| Overall | 340th | 3.877⭐ | 263🧑⚖️ |
| Fun | 484th | 3.639⭐ | 269🧑⚖️ |
| Innovation | 1081th | 3.084⭐ | 269🧑⚖️ |
| Theme | 405th | 4.002⭐ | 270🧑⚖️ |
| Graphics | 338th | 4.182⭐ | 269🧑⚖️ |
| Audio | 105th | 4.152⭐ | 265🧑⚖️ |
| Humor | 744th | 2.89⭐ | 220🧑⚖️ |
| Mood | 399th | 3.898⭐ | 261🧑⚖️ |
| Given | 357🗳️ | 447🗨️ |
cool music, tense gameplay, I wish I was good enough to pass those bullshit medusas over spikes, had to give up after 15 good minutes of trying :p could see it on steam with enough content !
I can't wait for you next LD game guys, of course if you will want to participate again! :heart:
You need run against the camera movement, but at the same time you need wait it to see if there is something bellow you. I realy loved it!
Enemies don't hurt you is a cool idea and combines with camera movement!
A hard game, I don't found Elisabeth yet, but i'll try again, cause it is fun.
Congrats! Amazing game :smile:
But the art and gamefeel are well done!
Довольно сложная, но очень качественная игра, с отличной графикой и музыкой. Здорово! ^_^
https://www.twitch.tv/videos/1002310964
Thanks for being part of the stream, yesterday was amazing! :smile:
To answer the title: Hell deep is our love? Well, apparently not enough to survive until the bottom of Hell :smirk_cat:
However, even if I lost often, I didn't get frustrated as I understood it was my fault. Some platformer game are unfair, yours is fair and well crafted.
The only improvement I would suggest is to add an info about "wiggle left and right" to un-stun when a head touch you.
It would be nice if the music didn't reset on death.
And I liked it.
The only feedback I have is to not restart the music on death. Those first four notes of both songs gonna be stuck in my head for pretty much ever. I'll have nightmares about it. I'll wake up in a cold sweat with just babam-babam-babam and it'll all be your fault.
👿
A few things could be improved but it's nothing major:
- Hitboxes should probably be slightly smaller, they don't seem to be pixel-perfect.
- When we get stunned, we can spam a key to get free but there's no information or visual indicator about that.
- At the end of each level, we need to jump beneath the camera, which feels weird since it usually kills us.
...
Where's the Nintendo Switch version now?
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
one thing i didn't understand at first was that you could climb ropes, that made it insanely hard at first.
if this would become a full blown game, i could totally see it on one shelf with titles like super meatboy and others!
In terms of audio, everything was good! I have no complaints.
In terms of graphics, the pixel art is well made, but the enemies blend in with the background a bit and there's a slight issue where the player character's crouching sprite is off-center with the standing one, making it difficult to tell if you're going to get hit by a fireball or not when you stand up. And I did. A lot.
In terms of gameplay... the frustration set in around level 3. There isn't one problem that causes this - it's a combination of a number of things. The game requires a fair bit of precision platforming. That's not bad, but the jump is somewhat underwhelming to say the least, and the player's hitbox somewhat large and unusually proportioned. And even then, this would not be an issue if not for the fact that the level design often features obstacles that are very difficult to predict and deal with the first time you see them. Which, again, would not be an issue, if not for the autoscroller element. The stages aren't all that long at first glance, but because you're forced to progress at a pace the game sets for you, it becomes incredibly frustrating. I would die to an obstacle that I noticed way too late, go back to the start of the level and then die multiple times trying to get back to that point - not because it was difficult, but because I was trying to go too fast - I was too good, and the game was punishing me for it, leading to frustration. There's fun to be had here - just don't punish me for being too good!
The most frustrating moment is the ending of the second to last level - where the camera scrolls down, revealing absolutely nothing, and the only things on the screen are two lines of wall leading to nowhere. I tried waiting but nothing to jump on showed up. Then I thought I had to go to the side, because there was a hole there. Then I tried falling down the "chute" creating by the two walls - and I died anyway! Turns out - you have to wait for the camera to scroll down more and THEN fall down the chute. I assume this is a glitch, maybe the camera was supposed to stop somewhere around that point, but even if did I'd find this an absolutely baffling piece of level design.
Also, I feel cheated. The game has a small plot hook at the start, and I was hoping to see some resolution... but there's nothing, just credits. Come on! At least give me a Super Mario Bros 1 style ending!
Great job at all!
On the subject of the art, it was quite hard to make the platforms and some of the enemies out from the background due to a lack of border / them being similar colors. When the player is on the ladder for example its really hard to see their lower half!
The death effect was very cool! And I'm glad to see you made your music yourself because its dope - a really bopping soundtrack. Made dying and restarting more frustrating though because I wanted to hear the song carry on :sweat_smile: perhaps thats an incentive for playing better?
Good job team! A fun experience
Also, your character sprite blends in with the climbing rope way too much for the amount of climbing-rope-related enemy-dodging you need to perform past stage 2.
Overall a cool concept that might get better with some level polish and difficulty adjustments (at least give us a checkpoint halfway through a stage, this won't hurt a modern computer's memory too much, I promise), since currently, it's a bit too frustrating.
Really good effort for a game jam, though, and definitely on topic!
For the whole team - this is awesome, I love the speed getting back into the game, never making any failure too punishing. I also think it's brilliant that you watch your character fall for a second after death so you can see what's just below where you were. Always learning a little more about the stage.
I only experienced one minor glitch right off the bat where I would jitter pretty intensely when on the edge of a platform, but that went away with a restart?
I really hope you'll continue development, great stuff!
Art and music were spot on!
-- O jogo é uma ótima proposta arcade/NES para pessoas que estão muito acostumadas com uma dificuldade dos anos 80 e 90, e que se sentem desafiadas pela experiência de um gameplay de loops bem demarcados em vários sentidos. Como nasci nos anos 80 pude experimentar muitos arcades entre 80 e 90 e estou acostumado e afinado com expectativas típicas da época, no entanto o tipo de círculo mágico empregado por vocês nesse jogo (que parece estar em beta já!) não me engajou muito.
No começo, parecia algo mais Castlevania e algo mais dantesco, gótico, barroco. Um pouco depois senti o peso de algo como Flashback, Prince of Persia e por fim Battletoads. Foi ali no meio que me deparei com algo que me incomodou: o jogo não se apresentou como algo obscuro. Com uma baixa imersão no que aparentava ser sombrio, muito devido a música, segui morrendo e morrendo e decorando, e fui me desconectando do seu aspecto lúdico amplo. A música não combina com o jogo em boa parte dos loops de plataforma, e é aí que minhas expectativas iniciais foram anuladas uma vez que esperava algo Ayami Kojima para seguir em frente nos desafios. Mas claro, a música em si é ótima e casaria muito bem com um jogo mais adventure com puzzles e uma intelectualidade positiva.
Sobre os gráficos, são muito sólidos. A pixel art é consistente. Fiquei pensando que se tivessem mais tempo poderiam colocar alguns efeitos de paralaxe como em Super Contra de SNES, que simula uma "caída" ou algo como explorado em Phelios da Namco, pois as artes de background e de laterais depois de alguns loops não ajudam na empolgação geral para o gameplay (que a música leva).
Algumas colisões precisam ser refinadas, mas os problemas são sutis em relação aos pulos e aos controles.
Por fim, o gameplay não é algo estressante pela dificuldade geral ou pelos loops, mas também não é motivador. É uma experiência muito parecida com os jogos da brasileira Joy Masher também, se pensarmos em algo que é bem executado mas que ao mesmo tempo não engaja, algo que falta um espírito sabe - traz um pouco dos anos 80 e 90 com design e poderio do século XXI, mas que pragmaticamente não gera movimento mais do que o "brevemente ou medianamente consumível" tanto para a geração x, a y ou a z. Mas se a proposta também é ser aquilo que está acima do "fast food" mas que ao mesmo tempo não é tão profundamente mobilizador (como, na contramão, algo de Toby Fox ou Eric Barone que gera engajamento profundo nas fanbases), o estilo arcade de vocês se encaixa muito bem, mas também teria que cuidar para não virar um Chasm na memória coletiva caso seja publicado na Steam, Switch, etc. Penso humildemente que para ser por exemplo um Hollow Knight deveria ter um retrabalho desde o Game Design mais da base, como por exemplo trabalhar feedbacks hápticos que caberiam muito bem nesse tipo de jogo de "caída", claro, no futuro.
Por outro lado, é impressionante o projeto de vocês aqui. Pessoalmente eu demoraria meses para fazer um jogo assim sozinho. Boa sorte e sigam nessa luta pela nossa indústria criativa brasileira!
I also adore the visuals, and the music. They work in tandem together and are great. Love the bopping little animation our character does to the music and the colour palette you chose for the game. Great stuff.
Also great use of the theme, that auto scrolling, always going down (for most of it) was always daunting and stressful but in an important way.
The only problem I had with the game is with the movement and level design. For what the levels were asking of me, my character just felt a bit too big and not very tight enough to maneuver out of the way of the obstacles. I think whilst most obstacles were well placed, some times it just didn't really feel right. On one of the levels at the very end, there was no indication I needed to go between two walls, because there was a huge gap to the left as well, and I also fell out of the game on the right I think, but this was quite minor.
I had to quit on the, I think?, last level with the flying bat that shoot webby slow sticky stuff. The rope mechanics and also ladder mechanics did not feel as tight as the general movement. When I stood on ladders the fact I fell through instantly also didn't feel good. I think perhaps if you stand on a ladder you should just stand and then press down to climb down.
But great job overall, you mad a solid game that with some more work and polish I can easily see being a great challenging platformer for any hell bound masochist out there, especially with those tunes! Great job to you and your team!
Some remarks:
1. Jumping down kills you but you need to jump down at the end of level. Expectation: something indicates that you need to jump down at the end of level, e.g. blinking icon.
2. Checkpoints help but it is hard to prepare for patterns sometimes. Think it was intendent, but expectation: more room/time is present to make decisions.
Great entry!
Controls are fine but for that kind of difficult platformer I'd really expect them to be airtight, and sadly they're not.
I'd like to be able to stand on top of ladders instead of falling right through them. Having to mash the jump button to un-petrify means that if you're on a rope or a ladder you're probably going to mash to many times, jump and fall to your death. Having to jump down to meet your faith at the end of the levels is also very scary as it means you're going to die everywhere else in the game.
All in all, it's a great jam entry. I'd be happy to play a more finely tuned version of it in the future though.
However... There are two types of gameplay design that are almost universally hated by players : escort missions and autoscrollers. Bold of you to do an entire game based on one of these, and, unfortunally, that's a huge drawback for me.
The same game without the scrolling would be DOPE, because everything is exceptionnaly nice, but that choice kinda ruined it for me :/.
Great graphics, probably what kept me playing, very decent music. Very nice, eh, difficulty, since that seems to be what the level designer worked hard on. Now, since this is made to look like an old school game, I demand to know the invulnerability cheat code, I want to see the ending.
https://youtu.be/O7jRN1j3y2A?t=12721
The level design is deliberately unforgiving in a lot of places but there's actually quite a lot of variety given the number of distinct gameplay elements.
The graphics are pretty good too and all the player characters and enemies had nice animation.
I sort of found the auto-scrolling to be unnecessary. It often times slowed me down. I realize it's just personal preference, but I found it to be more frustrating than fun. I also had a lot of trouble with the medusa heads. I think maybe their hit boxes could be smaller.
I was playing with a gamepad for most of the game, but the last level I ended up having a lot of trouble jumping ladder to ladder. I think maybe I was experiencing a bug.
Really nice work, it's an astounding game.
This felt like a good, solid NES-era platformer. I did find the hitbox on the character to be a bit large. I think you could shrink it down by one pixel on all sides so that it's not quite so punishing. There's not a lot of room to work with on the screen, so making quick movements past enemies (especially the medusas) was really tough.
Good job on your first LD entry!
Nonetheless, the game really is great and you did a formidable job, and your game as a great potential! Thanks for your work :D
Really loved what you did :)
Quite hard, but that's part of the charm. Fantastic art/audio, feels extremely polished and it is a very interesting take theme-wise. Congratulations!
The music, first of all, is absolutely fantastic... Now, I would originally have said that it restarting after every death was a bad thing, but after a while I realised that one of the things actually keeping me playing, was that I wanted to get further in the level to hear more of the music!!
The level design was great and my word... _punishingly_ difficult. I made it to the end out of sheer unwillingness to be beaten. It took me hundreds, maybe _thousands_ of retries... I've no idea. Hours.

Just to prove I made it!!
I agree with other comments that it would have been nice to have some kind of ending here... I feel like I went through so much to get to the end and at each stage I thought I'd probably give up, but the 'one more try' factor with this game is strong. When I finally made it to the end, I guess the relief of having done so offset any frustration from lack of ending - but still, it would have been nice to have a bit more of a reward for my efforts.
Nevertheless - this was fantastic. Easily one of my favourites in the jam... Very, very, very well done.
I also really like the graphics and music/sound.
A few of the jumps were a tad frustrating, but nothing unmanagable. I had fun playing your game. :thumbsup:
I love the art style, the controls are solid, the music is **hella** good! I especially like how the music changed into an even more demonic sequence at the lower levels.
I'm not a fan of an overly difficult games, so I'm probably not your target audience. Waiting for the auto scroll was... not fun. It lead to some frustrating situations where I needed to wait for a platform, AND the scroll, and the both of them would get me killed.
Some of the level design choices felt mean. A moving platform that brings you down to your death? The traps? I wish I could say every death was my fault, but some were by intentional frustrating design.
I know some people like pain lol I'm not one of them.
Still well rated game, because it's def good, it's just platforming hell. So I love it, and hate it at the same time, if that makes any sense :smile:
Good job yall!

PS. If this hole would have killed me, I would have gave yall one stars across the board lol
(*jk no I wouldn't have, but damn I would have complained about it*)
There was one stage(2nd last?) which ended on a single tile platform where I jumped left and died. I had to jump right instead. For the enemy with the 3 balls, it might have helped to have a visual indicator of the debuff so I know when it expires.
Nice music, pretty neat and consistent artstyle. Good fit for the theme and overall mood.
I definitely enjoyed my playthrough, great job everyone!
Its biggest strength is its soundtrack. It's perfect.
It's so good I'd prefer if this was more of a rhythm game; medusa heads floating (and visually "pumping") to the beat, enemies firing projectiles to the beat, levels scrolling with the music.
I feel that everything you have currently (autoscrolling, music restarting when you die) invites this. I actually caught myself trying to move with the music and occasionally stand still and just duck to the beat. :sweat_smile:
The difficulty is also part of what makes it good, but some deaths feel kind of cheap.
- If I've learned the level layout, I don't want to be punished by death if I take a leap to some platform the camera hasn't reached yet.
- I'm not sure if the hitboxes are weird or if the zoom in when you die makes me confused, but at times, something left me feeling I shouldn't have died.
- When you're slowed, it would've been nice with some visual feedback so that you know when it's safe to take another leap.
As for the abrupt ending, well... That's game jam games for you. :smirk:
Great job! I love games like this, so I'm probably biased, but I hope you develop this further.
A couple notes on the visuals:
- The backgrounds could have used a bit of work imo, given the time constraints I think doing something like a 32x32 tiled cave background would have worked better and fit the NES aesthetic a little more. The openings in the background are kind of pillow shaded which doesn't match the tile lighting.
- I like the scanline shader but I felt like it could use some tweaks. The scanlines looked a bit too soft, and could have maybe used a bit of chromatic aberration or something? I think some slight changes could have pushed the aesthetic up a lot.
On the gameplay:
For the most part I found the game really fun, but a couple slight tweaks would have improved my experience immensely:
- Be more forgiving with the out-of-screen death. Being able to jump slightly off screen or fall slightly off screen without dying would feel a lot less punishing, without significantly impacting difficulty.
- Expand the resolution vertically a little. The consoles where this style of game originated had a near-vertical resolution, which meant you had a lot more room to play with and could feel out a room before before having to climb one way or another. As is the space is just a little too confined, which means sometimes it's almost impossible to path a room correctly on the first try. Especially true when the moving platforms are introduced.
- Less slippery physics. Slippery physics have their place in games where they provide feedback regarding your horizontal speed. In Super Mario Bros for example they help you get a feel for how fast you're moving, and you can explore that a lot with the vast horizontal spaces. In a game like yours where you're almost always on 1-2 tile wide platforms, it feels like you're just giving the player less control over their character.
I'm giving so much feedback 'cause I think your team has a lot of potential, really excited to seeing what you do in the future. With just some minor changes you could be making some of my favourite games :3
Having some kind of attack would be good in my eyes. I think there were too many enemies sometime and if I could attack just one of them it would have been enough to keep me moving forward.
I think the music in this game is one of the best I've heard so far on LD48! Good job!!
If you haven't rated us yet, ***please note that to rate us on Ludum Dare you should play the old version of the game, which is the web version also available in our [Itchio](https://doublemindgames.itch.io/helldeep).***
**Feedbacks are still much appreciated and thank y'all again for the kind words and support.**
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Great work!
I tried your post-jam version, it is much better! congratulation.
Controls are much more crisp and feels great. I still feel that the hit box of the character is a bit big on his feet. Sometimes floating head would stun me while on a rope by barely touching (or not touching) the bottom of my shoes :)
Other than that, grabbing rope and ladder is super fun now, I did much better than on the live stream, but still got killed on the first spikes...
I wish the screen would follow me faster down when I know the map though, I spend most of my time waiting for the screen to reach me after restarting the same level. I don't know if there is a possible fix for that.
Overall it's a great improvement! Congratz
@togis glad you liked the changes! And we'll absolutely look further on your suggestions. Thanks again!
I found the zooming in when you die a little disorienting and made it harder to understand why I died.
The timing on some of the medusa heads made it impossible to pass them without getting hit at least once. There should be more space between medusa head spawners, or larger gaps between the spawned heads.
Other than that, this felt like a really polished and well put together game for a jam! Well done team!
The death animation might be a little disorienting at first, but it's nice and impactful and "straight-to-the-point", I think that's one of the best ways to handle death in a game, make it pop and make it quick.
While I enjoy the tough challenge, I feel that the hitboxes are a bit too unforgiving sometimes, and there are some parts of the game that feel a bit unfair, but overall I was enjoying my time and I wanted to keep pushing and retrying. The auto-scrolling also felt a bit frustrating at times, but I'm sure this can be improved in some ways while keeping the concept intact, for instance if it speeds up a bit when the player gets close to the edge.
Overall, this is an brilliant entry and you guys should be proud of what you've accomplished during the jam, congrats! :thumbsup:
Overall:5.0
Fun:5.0
Innovation:5.0
Theme:5.0
Graphics:5.0
Audio:5.0
Humor:5.0
Mood:5.0
This game is perfect.
Top tier difficulty. Amazing pixel artwork. Beautiful color palettes. Excellent story telling. Amazing level design.
There is noting I have to critique in this game and I have to apologize for that. You clearly have an incredibly firm grasp on good game design- across the board.
I am entirely okay with the slowness of the camera and movement, and the non-inclusion of checkpoints. This game lands squarely dead center in the game type it competes with- if you start to add too many quality-of-life features the game will start to lose its charm... I love it entirely as is.
This game could absolutely be a Jam Winner in my opinion... I hope you do sincerely keep working on this and turn it into a full release. If you made this into a 20-30 hour platformer then I could certainly see myself spending $15 to $25 on a full-featured release of this gameplay and design.
Thank you very much for bringing this by the stream- we had an absolute blast playing it and loved interacting with you during the play.
P.S. I will send you a link to the gameplay video as soon as we have it uploaded to YouTube-- maybe it could help some of your design decisions!
If I had any criticism, it's that the theme is implemented in a fairly simplistic fashion (go down) and the platforming obstacles are well-trodden territory. But games like this are classics for a reason! Nice job!!
Sound was wonderful. Worked really well I think. Art direction was good too (I read your art write up) and tracking the neutral colored player against the backgrounds worked really well.
I had some other comments increase scroll speed, don't restart music on restarting the level, etc) but it looks like you already got them in the post compo version reading through the change log.
The thing that bothered me the most was the behavior of the ladders. I died on the first jump a number of times because I jumped to the ladder and held up. That made me grab the ladder and then because I was on the top immediately fall off again. I thought that I just couldn't grab ladders and that it was a really odd choice for a background element :smiley: Maybe make the only way that a player can leave a ladder once they are on it is with a jump?
I found the font selection in the jam version to be a little jarring, and I think swapping it out for a different font in the post-jam version was a good idea.
It wasn't obvious to me in the jam version that the screen border would kill, and the first few times I died by climbing too far down the ladder (which I found very surprising). The post-jam version does address this, but I think if anything you've gone too far the other way -- there's now *too much* text! If you continue to develop this, I'd recommend spreading these first few moments over a few different tutorial rooms. Coming up with some in-universe way to explain why certain mechanics behave the way they do might be a nice touch too (e.g. "If I move enough I can break free!" vs "Spam these buttons to unfreeze").
What a great entry - I played the web version on Mac, and the main things I noticed was the page kept wanting to scroll when I tried to move (could have just been Firefox?) and when I went full screen, it seemed the scan line effect got lost somehow all very minor.
Gameplay wise - I'm not really sure I could fault anything, sure it's difficult but I kept coming back for more. The music and sfx were on point, and the graphical stylings awesome.
Great production ! I especially love the music !
Overall, nice use of music, good-looking graphics and very interesting enemies so far!
This game must be a lot of fun if you actually manage to survive for longer :D
Really great work!
I'm glad you also had controller support, I always prefer playing with controller, but there was that one part I was stuck on with the oil guy and the moment I switched to my keyboard I barely had any problems with that part (could just be a problem with my controller idk!) If I had to suggest one thing, it would be letting your lil dude wiggle out of petrification with the shoulder buttons because it felt a little awkward on the D-pad
Music/Sound: straight up dope AF it was so good
Great work all around! It was really difficult, but that's what makes it so satisfying to get to the end >:)
The music was really nice, I liked the fact that it evolved with my progression in the game.
The art style was really beautiful, overall the game had a great visual and audio consistency!
I will try to reach the bottom of the hell pit next time, but once again you guys did an amazing job :)
I was quite bad at it and dit not make it to the end, but it was really fun anyway.
If you are petrified, you can remove it by doing left-right-etc. (I did not realize it immediatly, thank you for telling me during my live).
I loved the sprite of the hero when he crouches. It looks like he is grabbing a coin on the ground.
We need some weapon to kill all these furious beasts. Or maybe a jetpack...
As soon as possible I will make my analysis. :)
https://www.youtube.com/watch?v=hJ5NvUWYiJM
It'd be great to be able to jump off the ladder /rope in the middle rather than going to the ends, and to not die while still on the ladder. :imp:
My main nitpick is that the last level was underwhelming in a mix of not expecting it to be the end, as well as hoping there was more. While it's definitely more accessible having the chasing thing be more of an inconvenience than a real hazard, it might have been too little an inconvenience that you could largely neglect it with enough patience (and there's no benefit to rushing, being autoscroll-based). It seemed to lack that final rush/challenge to round the game out- maybe some ending/platforming based on the speedy slope-sliding could have been used to give that extra oomph? That said, the choices are perfectly reasonable with the limits of a jam, and me wanting more in this regard stems from already loving its current state! :D
1 - Mechanics, Learning and Flow:
Platform mechanics with limited top and bottom are quite challenging (at times really very difficult) and interesting (from the point of view of the applied diversifications).
The speed of descent is good, so there is nothing to complain about.
In my view, the game could be polished in order to allow you to walk down, to have better ability to hold on to ropes and ladders (sometimes the button is pressed and, I believe that due to a collision box or precedence of buttons, we simply do not grabs, looking like it should, at least compared to games with similar mechanics), the size of the character, in my view, could be slightly reduced (this would probably increase the need for strength for the jump).
The game flow is challenging, for a more polished version I would be in doubt between maintaining the difficulty to keep a certain audience, or making the level design more friendly for players less specialized in this type of pacing.
2 - Graphics, Audio and Narrative:
The graphics are very good in the overwhelming majority of the time. I was just surprised at the image of the main character when he clings to ropes. For the rest, I found everything quite harmonious and well built for the time of the event.
The music is very interesting, it only becomes a little more repetitive when (like me) the person dies a lot. I don't know how it could be improved.
The narrative is very interesting, it would suggest only a change in the presentation of the text (it ends up being quite distant from the rest of the graphic art), then it would suggest another typographic font or another moment (perhaps between stages). However, this would not be as dynamic in the middle of the stage as it is now.
3 - Culture:
The game establishes some references, the main character seems to be a faun or a satyr (I know that the main reference would be to the pagan deity, who was the target of defamation in other points of view). The "meduza head" seems to be a direct reference to Castlevania SOTN, this gave a feeling of familiarity. Unfortunately, I was not able to complete the game, as I was not able to have so much fine control to finish the third stage, I got to the second mobile platform and I was curious to know if there was a long way to go (this makes me think that a progress bar or check- points could be enabled for players who are just experiencing the game or playing in a slightly easier mode)).
4 - Monetization:
The game seems to have great potential for commercialization, it even seems (before I see the end) to have the potential to continue exploring the main character itself in other titles.
Adding to what others have said I think the little demon dudes were a little hard to see on my monitor and the sloped platform increased speed a lot more than expected.
Awesome platformer overall.
It is pretty challenging, edging on frustrating, but I guess it becomes a lot easier with more practice!
Main character animation is pretty.
It's a hard game but addictive.
Great work :clap:
Nice graphics, nice animations!
The music felt like a mix of Hotline Miami and Castlevania, which was a perfect match with the great graphics and general vibe.
As for the art style. I can't see nothing but teeth in the background. This truly is hell!
Really was fun to play, was a bit too difficult for me though lol. Had a couple issues with the ladder, but you guys saw that and acknowledged it during the stream :smile:
Awesome game and keep up the great work!
Graphics and audio was amazing! It created a fantastic atmosphere. Overall it was a really good game and I have no idea how you managed to get such a polished product finished during the jam. Great job!
Slopes are a really great addition and work with the vertical nature of the game.
I like the style of the art, I'd say the only outlier are the spikes which look rather stiff and generic by comparison.
The demons that move back and forth were one of the weirder additions. Having them be tough, kill you instantly and be introduced half way through the level meant doing the first half feel more chorish.
Overall though fun. Had to call quits on the horizontal level.
Everything else was great, really well done!

I'm a big fan of "tough platformers" so this was right up my alley. :slight_smile: So sad that I wasn't able to finish it on stream. I'll try to come back to it later to finish it off!!
Cheers to you all, folks!!!
I only played the jam version so you may have already addressed this, but the grab felt a bit finicky at times when jumping from one rope to another. Also this is minor but the petrification effect is not always visible when the top of the player is off-screen.
I gave up on the third(?) section with the long rope and ghosts. I just got chain stunned too many times and gave up. Cool game :)
It feels a lot like a Castlevania, with very good control feel, nice concise level design and well balanced difficulty.
The music and sound design are fantastic.
The pixel art is awesome, even if some details feels a bit off (non pixel perfect scroll and movement is fine for me but rotating sprite feel flat and weird).
The inverted parallax of the background give a really weird and cool vibe!
It seems that all small issues I could point out are corrected in the post jam version!
Great job team, this is a very very good game 💕
Sometimes the game was not clear of telling the player what the different enemies does, and the Controlls need eventually a bit more polist. It was often too Close.
But next to that the Graphics, Sound and Audio is awesome and I liked the Idea.
A really really good game. Well Done
Kudos for the level design (super difficult for me, but I can see a lot of people really enjoying it!!)
Took me some time to fight the urge to always jump off of ladders and ropes as that would regularily get me killed - but definitely one of the best games I have played this jam so far, very enjoyable, hope to see you up high in the placements!
Great job! It was funny ti play this game.
Pretty nice entry to this JAM!
Well done :)
Really impressive entry! I was about to sit down and get ready to type out the many many paragraphs I usually find myself writing no matter how concise I attempt to be, having taken a bunch of mental notes throughout my time playing. However, whilst waiting for the comments to stop bugging out, I noticed your bullet point changelog and smiled. You kind of stole my critiquing thunder! Virtually every single comment I wanted to make was tackled already. Which makes sense, given how much feedback has already been given. I think the only thing I can mention is it would have benefited by a slight zoom out so I have less leaps of faith, though this is mitigated by your correction of the screen border killzone.
So I shall praise what I liked instead. The art style is *consistent* which is high praise, and very appealing. The main character's style is very reminiscent of Gods Will be Watching. The backgrounds were delicious, the medusa head very much giving me Symphony of the Night vibes. The platforming is solid and fairly intuitive, and bloody hard! I haven't beaten it yet but will continue to try. Congratulations again!
Personally, I would have liked it more if the camera view was a bit larger vertically so you can react a bit better to what's below, in addition to a higher camera speed.
Good job!
The graphics and music styles are very well done -- a bit hotline miami :)
I did fine the autoscrolling a little frustrating, but looks like you tweaked that for the post-jam version.
I also played with a controller with a bit -- the rumbling is a nice touch. Top work!