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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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Animated Fire Mort The Intern Mort The Intern
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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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TimeBomb
TimeBomb May 20 2013, 1:54am says:

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!

+1 vote     reply to comment
TimeBomb
TimeBomb May 20 2013, 5:13am replied:

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.

+1 vote     reply to comment
TimeBomb
TimeBomb May 20 2013, 2:22am replied:

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

+1 vote     reply to comment
mitDebo
mitDebo May 20 2013, 11:02pm replied:

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!

+1 vote     reply to comment
TimeBomb
TimeBomb May 20 2013, 11:08pm replied:

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.

+1 vote     reply to comment
deshnight
deshnight Mar 9 2013, 1:56am says:

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.

+1 vote     reply to comment
indieRealms
indieRealms Feb 27 2013, 11:49am says:

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

Youtube.com

Thank you.

+1 vote     reply to comment
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
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
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Mort The Intern
Platform
Windows
Developer
Polymath Games
Engine
Unity
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Official Page
Polymath-games.com
Release Date
Released Jul 25, 2012
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Latest tweets from @mitdebo

Maybe Unity will start doing yearly releases. It'd be worth it then. But as of this moment, it doesn't seem like a good value to me.

May 23 2013, 6:23pm

Say you jump to the subscription model when Unity 5 comes out. In order to break even, Unity 7 would need to come out 2.5 years later

May 23 2013, 6:22pm

This issue is compounded when you consider upgrades. A major release upgrade has been $850. That is less than a year subscription.

May 23 2013, 6:19pm

At $75/month, you break even at 20 months. I'm not 100% certain on this, but has Unity ever had a major release cycle under two years?

May 23 2013, 6:17pm

Unity has come out with a subscription model. As a lover of Adobe's model, this initially excited me greatly. Until I did the math.

May 23 2013, 6:16pm

Came home passed out for four hours, instead of doing the work I intended. Woke up thinking it was morning, time for work. I hate that.

May 23 2013, 12:36am

Not that I'm saying I'm anything special. But someone out there is currently in my same situation, and they ARE!

May 22 2013, 1:42pm

The fact that Microsoft is neglecting this is a huge mistake on their part.

May 22 2013, 1:41pm

But the fact that I could potentially have one of my games eventually on a Sony or Nintendo product I find very exciting.

May 22 2013, 1:40pm

It takes no stretch of the imagination to say this, but by far I have yet to become an established indie developer.

May 22 2013, 1:39pm

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