Dante's Harvest by Wakobu


Welcome to Hell !
Nothing is deeper than the heart of Gehenna... Dante Alighieri knows that better than anyone!
Follow your guide Virgil through the lair of demons; your job is to fulfill a complete tour of Hell. Your guide's cart has to stop every so often for scenaristic reasons. Take advantage of this to save the souls of poor pagans and sinners... In turn, they will help you defend against the beasts of the deep.
After each level, you would prefer to stay in your safer circle of Hell. However, if Virgil's cart is too damaged, you can decide to sink to a lower circle. This will completely restore your vehicle but it will also bring you closer to Lucifer...
We created absolutely all the assets, and had great fun doing it.
How to play
Controls
- Move: WASD / Arrows / Mouse right click
- Change weapon: Mouse wheel
- Interact: Mouse left click
Goal
Your goal is to achieve a total of 12 levels.
Mechanics
In-game mechanics

Level selection
After each level, you have two choices: * Staying in the same circle of Hell: difficulty of the game will slightly increase * Sinking into the next circle of Hell: difficulty of the game will highly increase. However, you restore the full health of Virgil's wain
Tips
- Stay in the same circle of Hell every time you can...
- You do not need to explore all 9 circles of Hell to win
- The enemies will target wardens. It can be useful to make a diversion

A game by the Ludum Darons team.
Post Jam updates
27/04/2021
- Balance the game
- Add instructions page
- Add "soul blast". Ok we are not supposed to add feature after the end of the jam but this one was very quickly implemented and is mandatory to guarantee a good balance of the game...
28/04/2021
- Final game balance after first feedbacks
- Add elegant visual effects
29/04/2021
- Add credit font in credits
- Add color in change level screen to emphasize the choices
Ratings
| Overall | 705th | 3.634⭐ | 43🧑⚖️ |
| Fun | 1249th | 3.122⭐ | 43🧑⚖️ |
| Innovation | 578th | 3.5⭐ | 43🧑⚖️ |
| Theme | 541th | 3.915⭐ | 43🧑⚖️ |
| Graphics | 145th | 4.393⭐ | 44🧑⚖️ |
| Audio | 987th | 3.079⭐ | 40🧑⚖️ |
| Humor | 905th | 2.676⭐ | 39🧑⚖️ |
| Mood | 762th | 3.6⭐ | 42🧑⚖️ |
| Given | 60🗳️ | 61🗨️ |
Bon boulot les gars. J'ai discuté en privé avec @wakobu , mais je vous donne mon avis sur le jeu ;) :
- Le côté artistique défonce, super boulot là-dessus. Les musiques et les graphismes sont tops!
- Le concept est vraiment bien, le choix "rester au même étage" ou "descendre" est vraiment bon, ça rajoute de la tension.
- Après, j'ai quelques réserves sur l'implémentation du combat, je trouve que ça manque d'équilibrage, mais bon c'est un jeu de jam ça peut pas être parfait dessus.
- Pour l'instant, les pièges et les tours sont pas super utiles sur les derniers niveaux, et le soul blast reste l'outil principal pour progresser.
Globalement ce qui manque au jeu c'est de l'équilibrage et un peu de peps sur les combats. Mais sinon, c'est super ambitieux et ça c'est cool. Félicitations! ;)
Downside: For me the game was to hard. Mayvbe improving the controls could fix the difficulty level (e.g. by having to hit the damned only once).
I found that running really only happened if I was using the mouse for control, right clicking further away for my character.
I like the concept, just needs balancing.
Graphics are amazing, well done.
Liked the art style and Hell representation a lot!
Really good game overall :)
It is not a big deal to lose some HP in a level :wink:
Sadly it's not obvious enough...
Did you finish it already ?
Thank you for playing the game :wink:
I appreciate that you can only run on paths and walk outside of them. It's a neat detail :) All in all, I think this game has potential and could be really fun if properly develop (i.e. not within the limits of a jam). Good job!
Thank you for playing the game, man :wink:
Plus sérieusement l'ambiance est là, le jeu est dur, j'ai à peine le temps d'aller tabasser des morts que je perd déjà que le chariot est déjà prit d'assaut et les tour, bien qu'elle ne coutent pas cher, tiennent très peu longtemps, pas assez, en comparaison du "risque" pris. Donc manque d'équilibrage.
Sinon, les asset sont top, surtout fait main et animés donc un travail impressionnant. Petit problème sur les déplacements qui ne sont pas normalisés apparement, on avance bien plus vite sur l'axe horizontal que vertical c'est assez perturbant. Le concept en a sous le capot, ça m'a rappelé BoxHead pour le côté vagues d'ennemis/tourelles. Beaucoup de belles perspective si vous décidez de poursuivre le développement. Bon courage !
Pour la normalisation des déplacements, on voulait être raccord avec la perspective (les cases sont deux fois plus larges que longues). Néanmoins, le manque général de perspective donne l'illusion d'être en vue de dessus et le résultat est un peu chelou, je le conçoit :wink:
L'équilibrage n'est pas parfait et a été très douloureux. Avant l'équilibrage, c'était vachement plus dur, mais je crois qu'il y a une technique optimale qui enterre toutes les autres (un équilibrage imparfait en somme :smile:).
Merci pour ton commentaire en tout cas :wink:
Your art is great, concept realy innovant, and mecanics simple but efficient (maybe permit to choose action with key 1 2 and 3 ;) )
I highly recommend you to work a little more on the balancing because your game has a great potential for a jam !
Your job is to not be overwhelmed by enemies !
In the very first level by the time I had gathered enough souls there were already so many enemies at the wagon that by the time I had placed some towers and cleared the wagon, the wagon was nearly destroyed and enemies would already start to overwhelm the towers. In the later levels I could barely survive long enough to get to the next layer as soon as the timer ran out.
I think the game has a ton of potential, but it was too hard to get into.
I agree with some other comments: it's too hard. Enemies are hard to beat and souls are hard to harvest, so it's a bit frustrating to choose between fighting enemies and getting more souls (which is also hard because they spawn far away from the wain). Maybe the souls could be harvested with just one hit? Maybe adding some time between _waves_? (at first I said "hey, this is a tower defense!" and then I was really surprised about not having _waves_ and time between them hah).
I agree that enemies spawn a bit fast a bot early, would be nice to have time to experiment and learn the mechanics before ramping it up! Also it feels a bit weird to me that you run much faster horizontal than vertical, makes it look like the character is runing up a slope both up and down.
Otherwise an interesting game, great work!
Yes, the sprites are low poly 3D models.
I agree it would have been better if we added a slower start, so the player can use to the interface, controls and different options.
We did the horizontal/vertical speed separation on purpose, to match the isometric perspective but I agree it looks weird if you are not used to it :sweat_smile:
(Congrats again for your gorgeous game)
The gameplay was interesting but quite difficult. I found it particularly hard changing back to attack using the mousewheel, I think using Q and E for the items would work better. I think the left click should also change the direction of attack. Overall, solid polished entry.
https://www.youtube.com/watch?v=1pYtTUKawtI