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

Image RSS Feed Latest Screens
Animated Fire Mort The Intern Mort The Intern
Blog RSS Feed Report abuse Latest News: In Pursuit of Fire

1 comment by mitDebo on Jan 18th, 2013

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.

Media RSS Feed Latest Video
Post comment Comments  (10 - 20 of 53)
TheRedneckMonkey
TheRedneckMonkey Feb 2 2013, 1:12pm says:

If I buy this game now in alpha, will it update automaticly? im kinda new to pc gaming and want to know just so i dont have to buy it again. Thanks

+1 vote     reply to comment
mitDebo
mitDebo Feb 2 2013, 6:25pm replied:

Yes, if you purchase the game now you will get all the updates at no additional cost, including when it is 100% complete. Essentially, you're buying the game, and just getting to play it before its completely done.

+1 vote     reply to comment
boogieboy90
boogieboy90 Oct 15 2012, 5:37pm says:

Purchased because it looked pretty cool. It's like playing a mash up of Super Meat Boy and VVVVVV with a cool grappling hook mechanic. Freakin' loving it so far and can't wait for future updates. Seems like it's going to be one of those games I'll be able to replay over and over again, just because it feels cool to dash through the difficult parts.

+2 votes     reply to comment
mitDebo
mitDebo Oct 16 2012, 9:45am replied:

Thanks for the kind words! I'm really glad you're enjoying the game. I'm working on updates, but it's slow going, since I'm mainly focused on the level editor now. Hope to have more for everyone soon!

+2 votes     reply to comment
DryEagle
DryEagle Sep 15 2012, 1:45pm says:

few quick questions:
1. is there / will there be, a demo?
2. average playthrough length?
3. soundtrack included as music files?

+2 votes     reply to comment
mitDebo
mitDebo Sep 15 2012, 3:29pm replied:

1.) Yes. I finally sat down and made a quick demo of the game using the first level of the alpha stages. I've submitted it to Desura, so it should come up soon.
2.) It takes me around thirty minutes to get through what I have up in the alpha, but that's with almost no dying (I've played my own game a lot; I'm pretty good at it). Of the game's planned size, I'd say that's about 20% done or so, so extending that out, I'd guess around three hours for me to finish once it's done. For comparison, I'd say about the length of VVVVVV, maybe a little bit longer.
3.) Technically speaking, the composer - Jimmy Hinson - retains all rights to his music as part of our agreement, so it's up to him whether or not the soundtrack will be sold alongside the game. I can talk to him about it though.

+1 vote     reply to comment
mitDebo
mitDebo Sep 12 2012, 10:00am replied:

I know about Mono, and I had originally planned on using it to port the game. However, after about a day of working with Unity, a lot of other advantages became clear to me as to why a switch would be worth the extra work.

+2 votes     reply to comment
Memorix101
Memorix101 Sep 15 2012, 5:11am replied:

It would be awesome when you port it for xbox and linux ... will you do this ?! I think linux is possible with Unity 4 so ..... :) Ahhh, can we get a demo on desura ?

+1 vote     reply to comment
mitDebo
mitDebo Sep 15 2012, 3:31pm replied:

Sadly, the Unity version now means the Xbox version is out of the question - or at the very least, very low priority. But yes, Unity 4 will have Linux support, and the minute it does, I'll be sure to publish a Linux version.

I just got done putting together a demo, and I have submitted it to Desura, so it should show up once it gets through their system. It's still Windows only, but hopefully you'll have an idea of how it plays!

+2 votes     reply to comment
Memorix101
Memorix101 Sep 16 2012, 5:32am replied:

Thanks for the demo ... I'm waiting :) .... I'm waiting since August for Unity 4, because of the Linux support :)

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Mort The Intern
Platform
Windows
Developer
Polymath Games
Engine
Unity
Contact
Send Message
Official Page
Polymath-games.com
Release Date
Released Jul 25, 2012
Game Watch
Track this game
Share
Community Rating

Average

7.6

19 votes submitted.

You Say

-

Ratings closed.

Highest Rated (3 agree) 10/10

The game mechanics keep the game play fun and interesting throughout. I love the comic strip intro and the music is fantastic! Can't wait to see more.

Aug 14 2012, 2:05pm by LittleBitOSpice

Style
Genre
Platformer
Theme
Comedy
Players
Single Player
Project
Indie
Boxshot
Boxshot
Twitter

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Mort The Intern on your homepage or blog by selecting a button and using the HTML code provided (more).

Mort The Intern Mort The Intern
Mort The Intern
Statistics
Rank
7,346 of 24,142
Last Update
10 months ago
Watchers
131 members
News
6
Reviews
8