[WIP] Go to Hell

You don’t know how you ended up in hell, but you’re certainly stuck there now…

Oh well, at least there’s lots of weapons laying around so you can expose your inner badass. Lay waste to other souls through hellashish combat as you escape! However, you’ll discover there is more to everything here and yourself as you’ll need to recover the story of you.

Right now, there is a build for Windows and Mac available at itch.io right here.

If you download and play this, please let me know what you think. Tell me the truth. I can’t fix problems or something that people don’t like if you don’t tell me what you think of the game.


Developer Notes:
Go to Hell is currently in development and I will be updating it as much as I can. My hope is to make a fast paced 2D action shooter with frantic gameplay where you’re always moving and always shooting. Go to Hell was inspired by DOOM. I’m using Unity3D.

Future Goals/Plans:

  • a story that is actually engaging, but ridiculous and fun at the same time

  • boss battles

  • many different types of enemies that are unique from one another

— 5 so far

  • integrate subtitles

  • updated icon as the game reaches stages of development

  • levels that tie into the story and objectives

  • more guns → I decided that pistols are boring so everything will pretty much be automatic

---- 4 so far

  • more sounds as I add more to the game

  • redo some menus that are ugly…

  • redo upgrade system

  • that someone likes and plays the game…




I like the pace and the bg music, but I can’t get past the “how are bullets killing fire enemies?” feeling.

Maybe a water pistol would be more fitting. :wink:

Haha, you know, I never really thought about shooting a fire enemy as something, but to be honest, I’m just gonna say “it’s a video game and suspend disbelief.”

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That works! :smile:

Are you considering to add parallaxing to the scenes?
It enhances the 2D scenes by adding a visual ‘depth’ for very little expense - imo.

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It’s actually in the game, but not enabled. Honestly, I’m not sure how I feel about the look it gives.

Okay, I don’t know what’s up with the forums since it keeps telling me I can’t edit my post, so I’m going to put some stuff here. Can’t upload screenshots and can’t edit/save my thread because of this so I will attach screenshots here too.

New YouTube Gameplay Video
Official Itch.io Page for those who want to get more updates

Update V0.2 - “The Saving Update”

  • Major changes (more specific down below)

  • much faster paced now

  • there’s actually a reason to not want to die now since you’ll respawn and enemies will reset

  • ammo

  • different sounds and music

  • changed Level 1 and added Level 2

  • data is saved

  • data can be reset by being in game and pushing the “Del” key and then the “/” key

  • Level 1

  • completely redid all the enemy triggers and reworked the whole level really

  • Level 2

  • added to the game

  • planning on changing this entirely because of the problems created by terrain, but I want it to be there to show possibilities of gameplay with the terrain changes

  • Guns

  • guns now randomize pitch

  • you can now acquire guns instead of having them all at the beginning

  • guns have ammo and you can pick up ammo

  • Enemies

  • flames, ghosts, suibats (suicide bats), and robots have less health for faster gameplay

  • ghosts and bats are significantly faster

  • new enemy: Demon Charger

  • Saving data

  • data is now saved

  • checkpoints are saved and have been redone… for like the 6th time

  • Environments

  • added a bunch for Level 2

  • I know there are some small visual “gaps.” I plan on redoing the environments in the future

  • Hell Cloud: cloud spawning flames

  • Fire: not implemented in the game but will hurt the player if they come in contact

  • Sounds

  • made some sounds louder and clearer

  • reworked background sound volume

  • Story

  • nothing is implemented yet, but I’ve started on some code stuff for it and I also have been planning a lot

  • updated credits and early stage warning screen

  • lots of under the surface stuff that players won’t know about, but I’m a nerd programmer and I like to write stuff like that

  • Bugs? Like the things that fly?


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Version 0.3 - The “It’s more like a triple A game now!” Update

  • Major changes (more specific down below)

  • got rid of level 1 and created 4 levels with some new art that will end up being the final look (for those levels)

  • levels are shorter and no longer use checkpoints (if you die, you will go back to the beginning)

  • added an options menu (not fully implemented)

  • fixed some bugs

  • did some balancing

  • Parallaxing added (forgot about adding this earlier and it won’t be in the game’s changelog)

  • Levels

  • now 4 levels

  • level 1 and 2 trashed and redone

  • the game is going to be sorted in “Chapters” → I hope to have about 5 levels per chapter, with the last level being a boss battle

  • Sounds

  • added a sounds options menu so people can change sounds

  • fixed a lot of problems introduced by adding a sounds options menu

  • Menus

  • redid main menu

  • added settings/options menu, not fully implemented yet

  • Checkpoints

  • well after all that work… I’m not using checkpoints or planning on using them anymore… -_-

  • Story

  • Fungus has been implemented and used in the first level to experiment and show what it will be like in the future

  • Art

  • created some new ones

  • new terrains

  • new background

  • updated credits and early stage warning screen