Hellevator Mini-Mortem
The Good
Generally, I'm really happy with how Hellevator turned out. Feels like one of my more well rounded jam entries personally. But some personal highlights would be having spent the last day resigned to the fact I probably wouldn't get time to do music and then in a moment of madness banging together a decent amount of tracks that I actually felt quite proud of. I also had a lot of fun recording and adding in the voice clips - which partly ended up being a bit of a patch job for the fact I wasn't sure anyone else would associate elevators with "being summoned", so an "Elevator Summoned" voice line seemed like quite a good way to work that in.
Also very pleased with my main character (particularly the wings and wing animations), I mean, look at this little guy:

The Bad
Communicating game mechanics has long been one of my weaker points. Before the jam I had vague intentions of trying to make a game where there was no text explaining anything and I'd just put everything across via in game action. This went out of the window immediately. A lot of the reviews have mentioned that the controls aren't always intuitive and I get the impression a lot of people don't realise you can fly. It also seems a bit unclear at what point opening elevator doors actually lets passengers in and out.

The Ugly
I made a major miscalculation with some of my naming of things and ended up with "Floors" being a concept that was used in 2 different ways. Where you've got the sort of floors in relation to how high up you are, like this:

Those ended up being "FloorLayers" in the code, where as each individual platform was also a "Floor":

Having 2 floors on the same layer was something that didn't really get added until part way through the process, and I think the levels would have had a bit less to them if I restricted myself to only having floors at different heights. But having those 2 concepts and not feeling I had the time to refactor the original "Floors" into "Platforms" or something lead to some deeply confusing code. Particularly around souls trying to pathfind their way to their next workstation on the more complex levels where you'd have to take 2 different lifts to get from one platform to another specific platform. This wasn't helped by me trying to do Dijkstra's algorithm from memory for the pathfinding - I really should've looked that one up! Please enjoy this image of the true hell behind Hellevator

I suppose you could say it was a bit of a flawed approach...a "floor"-ed approach..a...ah forget it
Anyway, in general, jazzed about how it's turned out - give it a play here if you fancy!
Although maybe prioritise danger zone games at this point!