Go to Hell

Updated on July 23, 2017 in  [S] Works in progress
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13 on July 5, 2017

I started programming 3 years ago because I found Brackeys on YouTube. I never believed I could do it until I followed his PONG tutorial. Well, since then I’ve been programming, creating apps, and games and this is going to be the first project I put a lot of effort into promoting and getting out there in the world.
I can’t thank Brackeys enough for just how incredible he is and everything he’s done for teaching code. He’s amazing and the only reason I could make this game was because of him inspiring me years ago. This game wouldn’t have been possible if it weren’t for him. Btw, I followed a lot of the 2D Platformer course for this game. 🙂

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 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…

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4 on July 5, 2017

Whew. For a second I thought you were going to bash on someone.

I actually had some fun playing the game!

Here are some suggestions: playing the game at some point felt boring, there was this one gun with INFINITE ammo and the enemies didn’t really get harder. I would like to see different weapons, pick up, upgrades, LEVELS. When dying I didn’t really feel the impact of it. I was just respawned at the latest checkpoint and that’s it. Make the player be afraid of dying somehow. The sound effect of the gun felt a bit obnoxious after some time. It was the same sound over and over again. You couldn’t really hear anything else.

Well… that was from me. Good luck on improving this project and also making many more!

on July 5, 2017

Glad you had some fun. Obviously, there will be more to the game when I’m finished with it. I plan on more guns, enemies, levels and other things. There are 4 guns in the game, you can switch by using 1,2,3, or 4 on your keyboard. I also was thinking about randomizing pitch, so thanks for confirming that I need to do that.

Thanks for the advice on the whole dying thing and also ammo. I’ve been thinking about ammo as a possibility. With dying, I’m not entirely sure what I want to do, but I do think there needs to be that “oh crap I died” feeling because it’s definitely not there at all. I feel like parts get boring mostly because of the environment. It really is just the same thing over and over again. I plan on adding height changes and different environments than just the same thing repeatedly.

Thanks for playing and thanks for giving some feedback!


on July 5, 2017

No problem. But do keep us updated! I want to see the game progress! 😀

on July 5, 2017

Also you made the best credits screen… EVER!

on July 5, 2017

WOW! I thought that’s something so simple and obvious that I really thought no one would ever see it for a while.

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0 on July 5, 2017

Dammit, i came to roast someone and i find a good post. 

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0 on July 13, 2017

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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2 on July 14, 2017

Tried it out. Good job getting what you have so far, I know it’s always more work than what shows on the surface and you’re utilizing a lot of great Brackey’s scripts and strategies. 
But, I feel I can’t offer much real feedback, because honestly I don’t want to play more than the ten minutes I already have, not until you enable an options menu for sound effects and music options. I’d like to keep playing and provide more feedback though, so I’ll try to follow this thread for future updates. Hopefully, the mute option will be available then 🙂

on July 14, 2017

Is it that you don’t like the sounds? That there is too much? Or that it’s too loud?


on July 14, 2017

the music is too loud for me personally, and I’m not a fan of the song choice either. 
But a quick music slider would fix all that right up!

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2 on July 22, 2017

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

on July 22, 2017

Nice! This is getting somewhere now! Gonna test it out later 😀

on July 23, 2017

Thanks for still being here. It means a lot to me.


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