Hellspawner
A downloadable game for Windows
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The Residents of of the Hell Realm are out of control and you have been tasked to shoot them with enchanted weaponry to make them pregnant and docile again. You will be met with hoards of angry demons set on eliminating you before you can complete your mission of rendering them gravid and calm.
This game was made for the Preggopixels Preggo Game jam 4.
| Updated | 18 hours ago |
| Published | 23 days ago |
| Status | Released |
| Platforms | Windows |
| Rating | Rated 3.0 out of 5 stars (6 total ratings) |
| Author | Axxisproductions |
| Genre | Shooter |
| Tags | belly-expansion, expansion, FPS, pregnancy, pregnant, Singleplayer |
| Content | No generative AI was used |
Download
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Click download now to get access to the following files:
Hellspawner alpha v. Final.zip 53 MB
Development log
- Hellspawner Sequel?18 hours ago
- Jam version is completed!!!!! (alpha v. Final) - massive update.7 days ago
- Imp Model Update (v1.37)9 days ago
- New Carpet and Secrets (v1.34)10 days ago
- New Weapon!!!!12 days ago
- HUD and more food!14 days ago
- Level 4 update (v1.21)16 days ago
- Level 3 update.18 days ago



Comments
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Such a cool project <3. Love the aesthetic & it's a ton of stuff to have gotten done in the Jam timeframe. Preg progression on victory was a good touch too
If I had to suggest something to work on, it'd be what I see some others mentioned in frame loss when spawning the blood effects. The shotgun's especially egregious with that, but even the pistol was micro-stutering. Idk if EasyFPS has threading in there, but it might be something worth doing. Or preloading the blood asset.
Hello there and thank you for your feedback.
I have tried Hellspawner out on 3 different computers and I agree there's an optimisation issue with different computers due to the engine being used on standard settings. After some tinkering with settings like turning off blood & particle effects Hellspawner usually runs a lot smoother. The Engine does have issues with having both on as standard and even when I was stress testing Hellspawner I noticed these issues myself.
I apologise for any inconvenience caused by technical issues that you may have experienced in your playthrough and I hope the settings advice helps a little.
I thank you for your patience and support of Hellspawner and I hope you enjoy the sequel later this year. :)
From playing v1.31:
I wonder if the engine supports fake walls/secret walls, since Level 5 looks like it would have a secret room in the middle if one were to exist.
I do want to report that there is a major frame drop when firing the Love Shotgun. But it is very fun to see the imps slide across the floor when their downed from it.
Speaking of Imps, I have to agree with Karthmanter with the Imp sprites and how its a lil hard to tell what's going on in game when you defeat them. It does look like their covering their bellies with a garment in their fall animation, and their wings don't help explain the shape. Maybe have the wings more far back and emphasis the belly more?
One other thought I had for the introductory room of level 1, if the engine supports it, have like an open window where you can safely shoot at least 1 imp from the room so you can introduce newbies to figuring out how to fire a gun without making them feel like they're wasting bullets since the would have a target they can safely aim at in the level. The windows might also add new level design elements such as a closed window that you go past that shows where the end is, but you need to figure out how to reach it. Maybe even closed windows that can be shot at to open them, giving the player additional choices during play with choosing "save ammo and hope I can out maneuver the targets" or "use some ammo to get an advantage".
Been trying out Godot if you ever thought of trying a different engine to remake the game in after the jam, since this Doom gameplay has been giving me an itch to try and make my own Doom-clone (XP) Hence why the paragraph for the Window idea, and some of the ideas earlier, making me think about how to approach a tutorial like system without being handholdy and how to treat the player fairly. (Side note, I did enjoy finding the armor in the starting area in Level 2 :D )
I just figured out hitting [Esc] opens a menu to save/load your game, I've been just speed running through the levels I've explored to get to the new stuff lol.
I'll keep bugging ya with feedback, suggestions, and nonsense ;P Thank you and have a good day!
You're in luck with Update v1.34 as secrets have been added to the game, happy hunting.
The frame drop from firing the Love Gun hopefully have been fixed in the newest update although tinkering with the games graphic settings can also help just in case of extended performance issues.
Imp models are currently being re-worked and I'm hoping to get them finished by the end of the Jam version of the game, if not then they will be updated in the post-jam release.
I'm looking forward to seeing what you do with your own FPS in the future my friend, If you wish to try out the engine I'm currently using it can be found here: Easy FPS Editor CE v1.10.5 by Clark
I always look forward to feedback and I thank you for your continued support. :)
i don’t know what’s causing it but when starting the game i’ve had it crash multiple times when clicking “new game” and then a few times where it crashed while just starting the game itself
took 5 or 6 tries to get into the actual gameplay without a crash
I am going to be patching a few assets in the next update that will hopefully lower the memory of Hellspawners first level, this should hopefully help with opening performance.
I would recommend turning off particle effects and blood effects in the games settings before starting too as the makes the experience a little less intense on direct graphical performance. Setting frame count in the settings to 30 frames may also help in performance as well.
I aim to fix this as soon as I can and I hope you stick around for the conclusion to Hellspawner coming soon :)
to be clear: it’s unlikely to be a performance bottleneck but i don’t know what’s causing the crashes before entering a map. once i’m in map 1 there’s no crashes whatsoever
i’m running a Ryzen 9800x3D and RTX 5080
Pretty cool concept. Essentially a doom clone, which is actually pretty rare to see, but the pregnancy aspect is not very obvious.
Levels are decent, though they are VERY red. The tunnels are relatively interesting to explore with a good amount of twists and turns. Wouldn't mind seeing a keycard or two, but it's hardly important.
Enemies are plentiful. The imps are a lot stronger than you'd expect imps to be damage-wise, but given how much faster the player is, said damage is easily avoided so you never feel forced to trade hits. I'm assuming if there were other stronger enemies, the imps would have more of a weak-swarmer role.
Music is great, fits the theme and feels very doom-like. Graphics, same thing.
The imps do grow larger when shot, but it's not very noticeable from a distance and the lighting kinda blows out their outlines when facing a certain direction (south/southwest?).
When they're downed it's not very clear that they're resting on their bellies, and looks more like they're covering their bodies with a cloth or something. It's also quite difficult to see the animation that plays when imps are downed due to the player's weapon usually being pointed in a way that blocks the view. One thing I noticed is that the imps shrink back down right after being shot, no idea if that's intentional or not but figured it was worth a mention.
It's probably out-of-scope for the game jam, but something like a player-preg mechanic could add a bit more depth by giving the player a choice between strength/tankiness vs speed/dexterity? That or having it be a visual representation of the player's health, so the player is essentially just as vulnerable as the enemies? Not sure how it would work given the doom-like perspective, but just throwing the idea out there.
Overall a very solid start for a game that I would like to see expanded upon.
I am glad you are currently enjoying the concept of the build and I really hope you check out all the future updates to come.
The level design choice for first 3 levels was heavily inspired by the original Doom but I wanted to make it more 'Hell-like' if that makes any sense, if you look closer at the wall, floor and ceiling designs of the game you'll notice that they are edited pictures of real life rocks and minerals like the original Doom.
The Idea for the Imp was for them to be the basic first demon of the game that on their own they aren't much of a threat but as a group they can easily overwhelm you. I also made the decision to have them first up as they are in most Hell depiction canons to be the lowest ranking demon spawn in Hell.
As inspired by the original Doom I wanted to captured that 90's pure nerd feel of having Midi versions of famous metal songs throughout the game, the first 3 levels feature midi tracks from Judas Priest as I felt like it would fit the vibe I was going for. The source of the music used can be found here: Metal MIDI: Download MIDI Files.
Due to the Engine choice a lot of the 2D sprites turn along with the players eyesight akin to Wolfenstein 3D hence the perspective can be awkward at times and for this I apologise, I do aim the add more details to the Imp models long term to emphasize changes.
It may appear the Imp models are shrinking down when defeated and I can explain what is actually happening. The Imps are flying in this universe as inspired by flying Imps in the game Elder Scrolls IV: Oblivion and I took to the idea hence the walking models are flying models. Upon defeat an Imp gets so gravid and heavy they can't fly so the end up ground bound and exhausted from the excess weight they're carrying.
Due to limitations with the Game Engine I am using for Hellspawner unfortunately the weighted player idea sadly can't happen but thank you for the suggestion as it is something I myself would like to do maybe in a different project in a different engine one day.
I would like to take this opportunity to thank you for your feedback and I hope to expand upon it in the future :)
From playing v1.16:
This was fun so far! I managed to play through it twice, first time without taking a single hit, and the second time I was a lil more reckless and tried beating it as fast as I could.
From a level design perspective, I would've appreciated the first level to start in a safe room so I could get accustomed to the controls before getting attacked. Maybe with a door that had a big letter on it to say "This is the key you use to interact with me!" would be nice for first time players of the genre that would help introduce the simple controls but not hand holdy enough to annoy veteran players of the genre.
Level 2 starts out a lil weird with you facing away from the door. I get that it is clearly telling you "Hey, food here!" but couldn't the food be put on the sides of the door instead of behind the player? Or was it supposed to have the player facing the door and the food was supposed to be a "explore and you shall be rewarded" goodie?
I do enjoy the floor texture for drawing the pentagram (level 1) and rugs (level 3), but this of course makes me yearn for more environmental design in the levels. But since this is in development and this has only been the progress for at least the first (checking...) week?! Noice! :D
Looking forward to this getting developed more! '3' Didn't realize how early of a prototype this was! (Maybe I'll see if I can't hop into the jam if I got an idea, though I should be working on my project lol) I hope everything goes well for the jam, and if you need any more feedback then I don't mind.
Thank you and have a good day!
After reading this comment I went into the game and have listened to the feedback.
Level 1 now starts in a safe room of sorts in order for a new player to try out the controls before the venture into Hell realm itself.
Level 2 has had the players starting position realigned to face the correct direction, the original issue was cause by an engine bug when designing the level originally
Level 3 got new music and Level 4 is now added as of writing this.
There is now armour in the game too to balance out the increased enemy attack speed.
Thank you for your patience and continued support and I hope you enjoy the future update the game has to offer :)
There's no preg content...
I suggest adding NPC, who we bring something from enemies, to see progress .
I apologise for the lack of preg visibility in the launch version of the game, this was due to a lack of colour on the original Imp models and they have now been coloured in to provide a more visible model transformation, there will be more visible preg models in upcoming updates to the game within the next few days.
As for the progress part, there will be more powerful weapons to shoot and stronger demons to fight in the upcoming updates.
Thank you for the feedback and I look forward to seeing what you think about future updates :)