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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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.

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Post comment Comments  (30 - 40 of 53)
DasMilC Aug 17 2012, 12:11pm says:

A demo would be nice, so i can look if i buy this game

+1 vote     reply to comment
mitDebo Creator
mitDebo Aug 17 2012, 1:10pm replied:

I plan on having a demo eventually, though that may be closer to the game's full release. I'd rather spend the moment working on the core game first. But I'll certainly let you know if I release a demo.

+1 vote   reply to comment
soldierss666 Sep 3 2012, 9:42pm replied:

Can't wait for an update so i can play more than 2 mins ­­:'(

+1 vote     reply to comment
mitDebo Creator
mitDebo Sep 4 2012, 9:20am replied:

Glad to hear you're eager for the game. I plan on writing an update in the near future, but unfortunately, that update won't contain any new levels I've created. I've been focusing a lot on the level editor recently, and trying to get it up to speed.

+1 vote   reply to comment
soldierss666 Sep 6 2012, 11:04pm replied:

Well. . . that's even better!

+1 vote     reply to comment
Zaxuhe Aug 22 2012, 10:22am replied:

+1 too this, I also want to play the demo before buying it!

+1 vote     reply to comment
fragger911 Aug 16 2012, 1:27pm says:

sorry im agreed on price too high. maybe when innovate some more maybe

+3 votes     reply to comment
mitDebo Creator
mitDebo Aug 17 2012, 10:27am replied:

I do understand that a number of people will feel that $10 is too much. However, I most certainly think my game is worth that amount, and I only hope to prove it to everyone as the alpha goes on.

+1 vote   reply to comment
ironstrom Aug 16 2012, 12:27pm says:

You've suddenly reminded me of a disc world book where Mort is the apprentice of death

+1 vote     reply to comment
TheUnabridgedGamer Aug 16 2012, 10:41pm replied:

I think that was their intention.

+1 vote     reply to comment
mitDebo Creator
mitDebo Aug 17 2012, 10:25am replied:

Actually, no! I've never read any of the discworld books. The logic naming Mort simply comes from the fact that it's the Latin root for Death. It seems I'm not the only person to go that route.

+1 vote   reply to comment
jonw0224 Aug 15 2012, 1:31pm says:

Game artwork is awesome! Looks great!

+2 votes     reply to comment
nickfrosty47 Aug 14 2012, 12:35pm says:

this looks great :D

+2 votes     reply to comment
SMIFFGIG Aug 14 2012, 9:48am says:

But Mort is a floating skull... you gave him a body!

+2 votes     reply to comment
mitDebo Creator
mitDebo Aug 15 2012, 11:45am replied:

I had to look up your reference, and it made me realize that I am way overdue in playing Planescape: Torment!

+2 votes   reply to comment
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Mort The Intern
Polymath Games
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Released Jul 25, 2012
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19 votes submitted.

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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

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