A downloadable game for Windows

To Hel and Back is a hack-n-slash, roguelite game with Norse mythology themes.


After dying and finding herself in Hel instead of Valhalla, Sif is determined to fight her way out. Hel’s inhabitants will not make it easy, though...
Are you strong enough? Are you brave enough to escape Hel?


Features:

  • Hack n' Slash combat 
  • Combo Attacks
  • Different enemy types
  • Character Upgrades
  • Random sequence of maps
  • Intro Cinematic
  • Voice-acting: protagonist, antagonist & narrator

Developed by a team of 11 students at the University of Skövde over the course of 10 weeks. 

Voice Actors: 
Hel: Sabina Renck
www.sabinarenck.com

Sif: Michelle Haughton

Intro Narrator: Markus Broberg

Install instructions

  • Download, extract, and run the .exe file!

Download

Download
ToHelAndBack.zip 320 MB
Version 0.5.1 24 days ago

Development log

Comments

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hey when i played the game and started the match all the map was rendered in pink colour any one can help me with it

Hi! Thanks for letting us know about issues with the game. I think we should move this conversation elsewhere, would you want to send an email to tenhpstudios@gmail.com, preferably with some more details regarding your computer specifications. 

man i saw the log and i know what is the problem but i cant fix it because i have an laptop hp pavilion g4 1386la

that means what i cant change the graphics card

(+3)

Really great game! It is featured on my Week's Top 5!

Take a look!

(+1)

Awesome, thank you for playing!

Show post...

really fun game dev

(+1)

Thank you for playing!
The video showcases some weirdness with UI scaling, and should be fixed in the latest version. 

(+3)

just played through the game, it's relly fun.

some things i would love to see in the future of the game

  • audio controls - i would love to be able to change the volume on things like the music, so that i can hear the gameplay better. Or maybe just lowering itt all so that i can hear other things while I play.
  • different weapons to choose between - at the start of a run it would be very fun to choose what weapon to use for the run, witch could lead to more varied gameplay and keep people intrested and playing for longer.
  • bigger enemies/bosses - right now the game feels a little to easy. the enemies that are already in the game feel good as they are, but I feel like there needs to be some bigger threat to the player. Something like a mini boss at the end of every level and then a final boss at the end, an enemy that doesn't get staggered and has a lot more HP.

these are just my thoughts, i hope you take it into consideration.

thanks for reading :^)

Thank you for playing! 
All are good suggestions. We have settings (therein audio controls) planned for a future update as well as some kind of boss enemies and more varied enemies. 
Different weapons is absolutely something  we could experiment with.

Once again, thank you for your interest and suggestions!

(+4)

Hey! Just finished my second playthrough, and thought it prudent to leave a comment. 

I've always found it difficult to give feedback and suggestions for a project such as this since I'm acutely aware of the harsh decisions and shortcuts that need to be taken to fit anything useful within such a ridiculous deadline. 

Let me start off by saying that the resulting game is an incredible achievement. Especially given the fact that it's not only a project as part of a University course, but also one with a very limited production cycle. 

That being said, there are a couple of points I think I could make, while still adhering to the strict timeline:

  • Difficulty - It's very easy. I played through an entire run without dying on my first try, and I wouldn't call myself an ARPG-veteran. While a robust system of scaling difficulty can certainly be daunting, there are several cheap tricks you could take advantage of already.  For example, you're playing around with modifying stats when reaching the upgrade-runestone-thingie. It should be fairly straightforward to play around with damage, attack/movement speed, accuracy, and even health of the enemies to give an exponentially more terrifying experience. 
  • Improperly scaled scenes - I've got a monitor with 2560x1440 resolution, and it looks like something really funky is going on with some scenes. Specifically loading into the main menu, cutscene, and credits. It looks like the canvas, or just the background + menu items don't stretch to my screen size. Instead, we get a lovely view of that classic Unity default scene in the background.

With that said, thank you for taking the time to read through my ramblings, and let me congratulate you all again for the terrific job! 

Looking forward to whatever you come up with next!

(1 edit) (+1)

Thank you for your insights and kind words! We are aware of the points you brought up and they are at the top of our to-do list, expect an update soon.