Mort is an intern in the afterlife, working for a company that ferries souls to their final destination. Being an intern isn't all it's cracked up to be. However, when a clerical error is discovered, Mort is given the task of sorting it out. Could this be his big break? - Fluid, automatic grapple hook mechanics. You don't need to worry about your aim, as the grapple hook automatically locks on - Certain grapple points temporarily enhance Mort's abilities! Double jumps, switches, and more are embedded in the swing points. - Non-linear exploration. Explore Heaven and Hell at your own pace, looking for the misplaced souls. - Hand drawn comic book pages, for story points and stuff - Around eight tough as nails areas planned, plus an undetermined number of HARD MODE levels - Amazing soundtrack by Jimmy Hinson, co-composer on Mass Effect 2, and composer for multiple indie game such as Pax 10 finalist, PuzzleJuice. - Planned level editor

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In Pursuit of Fire

News 1 comment

I have a confession to make. If you've played the first area of Mort - and there's no reason why you shouldn't, since I'm offering a free demo of it - you'll notice there's a whole slew of spikes for you to avoid. However, originally I didn't want those hurdles to be spikes at all; I wanted it to be plumes of fire. After all, half of the game takes place in Hell, so it only makes senee that you'd need to contend with fire and brimstone.

Unfortunately, I am not the most accomplished artist. In fact, to be frank, I would consider myself to be quite unskilled when it comes to the arts. Every time that I attempted to animate a cool looking fire sprite, it always came out looking terrible. At the time I was finalizing those levels, I was racing against the clock, trying to finish up enough to submit the game to a number of festivals. Frustrated with my inability to animate, I went with the good old standby of spikes instead.

Fast forward several months later. This week, I saw on IndieDB an article for a game I've been following, and in it, I was extremely impressed with the way they handled animating fire. You can see that article here. (And honestly, if you're not following Path to the Sky, you really should. It looks amazing). I felt a rush of inspiration, and briefly ditching all the coding I've done recently, I played around with Unity's particle systems to see if maybe that was the solution to my inability to render good looking fire.

This was the result:


I may write up a tutorial on how I achieved this with Unity, but needless to say, I'm quite happy with it. I can't wait to rebuild those levels with the fire I always intended for them to have.

Unity Version Up on Desura

Unity Version Up on Desura

News 2 comments

You can now play around with the rewritten Unity version of the game when you fire it up on Desura.

Staring Up at the Cliff

Staring Up at the Cliff

News

It's been a little over three months since the last time I published anything about Mort. What caused such a lapse in updates?

Mort the Intern Releases Alpha Demo

Mort the Intern Releases Alpha Demo

News

Do to numerous requests, Mort finally has a demo. Haven't decided if you're willing to hop in during the alpha? Now you can play the first few areas to...

Mort Swings Over to Unity

Mort Swings Over to Unity

News 8 comments

Mort the intern is being rewritten. Again. For those of you keeping track, Mort has now gone from being a Flash game to being an XNA game - and now, it...

Post comment Comments  (0 - 10 of 53)
AIex
AIex

hey mitDebo how have you been? I have bought you're game about a year ago :) loved it .I saw that it is being greenlit on steam. I would like to know if i bought the game on desura , will I be able to play it on steam?

best of luck to you my friend cheers

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mitDebo Creator
mitDebo

Hey Alex! My game hasn't been greenlit yet, it still needs more votes. Hopefully it will be one day soon. As for Steam keys, I don't exacly know how that works. From my interactios with other developers, it seems as if you're able to generate a key, but I don't actually know. But, assuming it is something that is within my power, yes, I would happily give out a Steam key to anyone who owned the game already on Desura.

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AIex
AIex

I am going to share your game on facebook groups and some friends.hopefuly will get more votes :)

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TimeBomb
TimeBomb

Just finished the demo. I'm a huge fan of platformers, high difficulty, and grappling hooks. This game seems to have all that, AND a hilarious storyline. Very well done, my friend. I had a huge blast playing the demo and bought the game immediately. Downloading the full version as I type this. I can't wait to play it. Keep on rockin', man, and thanks for this awesome game!

I'm sure this is already on your priority list, but making the keybinds(input), volume, and screen resolution configurable would be much appreciated. Thanks again!

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TimeBomb
TimeBomb

I just finished beating all of what's currently released. So that's about 3-4 hours of gameplay for the entire game up till now. Quite difficult, but sooo much fun. If this is roughly 20% of the game only, I can't wait to see more. Just hope that you're still working on it :X.

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TimeBomb
TimeBomb

I just noticed that there haven't been any recent news posts. Is this game still under active development, I hope? :X

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mitDebo Creator
mitDebo

Hey TimeBomb, thanks for the feedback! I'm really glad to see you're enjoying the game. Yes, the game is still in active development. I've been working on this game a long, long time, and have no intentions of ever stopping until it's complete. Unfortunately, a few life things have gotten in the way which have put this lower on my priority list than I would like, but there's not a day that goes by that I don't think about this game.

Thanks again!

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TimeBomb
TimeBomb

Thanks a lot for getting back to me, and quickly! I'm really glad to hear that you're still working on it, and I can understand that, sometimes, life happens. I wish you the best and can't wait to see more updates for this game.

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deshnight
deshnight

Like the demo. Controls are awesome other than one thing I can't get over. The HOOK SHOT, I just don't like that it stops dead about 50% of the time and the fast pass of the platforming and good feel of it ends up being interrupter by stopping and adjusting the hook length then swinging back in forth. It doesn't feel right imo...... other than that great job controls are right under SMB.

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indieRealms
indieRealms

Hello, we did an impressions video on Mort the Intern; please, check it out here:

Thank you.

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