A downloadable game

Death Harvest is a 3D hack-'n'-slash platformer with strong emphasis on speed and freedom of movement. You take control of a young girl who has found herself in a dimension far away from home, and soon comes face-to-face with a mysterious deity who grants her a weapon possessing unimaginable powers.

  • Experience a responsive platforming/movement system with tons of speed and freedom!
  • Engage in battle with enemies in a fast, juicy and combo-driven, yet easy-to-learn combat system!

This game is a solo effort. Any ratings/comments/feedback appreciated!

Controls

A/Cross - Jump

B/Circle - Attack

X/Square - Dash

Y/Triangle - Pick Up Stuff

LT/L2 - Center Camera/Target Enemy

RT/R2 - Ground Pound (in mid-air)

Download

Download
DeathHarvestV1_03.zip 85 MB

Install instructions

Once downloaded, all you need to do is extract the folder and run the executable.

The game currently supports Xbox and DualShock (PS4) controllers. No keyboard and mouse support as of now.

Development log

Comments

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(+1)

This is crazy good! I only have two minor nitpicks, the first is that opening doors has a small blind spot where you can see the prompt to open the door, but pressing B will do a sword slash instead. The second is that in the later levels it was really difficult to move the camera and platform, challenges required some camera rotation mid jump that got pretty frustrating. I liked how challenging the platforming was though, I feel like I rarely play 3D platformers that require much effort and this was a good exception! 10/10

(+1)

love this game so far because the combat feels great and i love how platforming feels as well, but also i feel like an idiot rn because i cannot get past the part where i have to get to the spring with the spikes on the other side of the platform its on with the timed platforms. not because of the timed platforms themselves, but because i can never actually reach the spring platform with the spikes for the life of me. my ground pound jump + dash always falls a little short from the platform. 

if i were to critique this game on one thing it would be the ground pound springs; i don't feel like they go far enough all the time but i feel like this might just be an issue on my part maybe. idk lol 

again, love this game though, and i hope this game gets the audience it deserves!

(3 edits)

Are you holding the jump button when ground pounding the spring? You’ll gain more height that way :) (I'm actually removing the necessity to do that in a future update lol)

(+2)

This is an absolute future gem.  The combat and platforming is very satisfying while being challenging at points but not unfair.  The only part I had trouble with was the platform dropping section after the blue switch.  Seemed to have very, very little room for error unless I was just doing it wrong.  But, love the style and freedom of  movement, very much like Windwaker meets A Hat in Time.  Will definitely be keeping an eye on this one, and good luck on this!

(+1)

Its pretty good so far.

I haven't finish it yet because my controller died and after plugging it with cable I could move nor do anything so I tried to reset not knowing there is no save and I lost all my progress :\


I will try again tomorrow.

But I like it quite a lot so far. 

I like art style, and vfx and sfx are great, I also like the death animation and those back and white effects.

Movement is pretty solid, only thing that annoyed me was that when dashing off the ledge I couldn't perform that higher jump and I would ended up falling quite a lot because of that.

Story its interesting so far, I definitely want to see rest of it.

Game is more difficult than I anticipated maybe it's just me never playing hack-'n'-slash game before but I died quite a lot, also it's kind of annoying to respawn with only half health. With how often I died checkpoints being so rarely made it a bit annoying to redo parts of the level over and over again.

Idk if its a bug or not but pickups from enemies are way smaller than normal pickups and have very small collect hitbox, which makes them a bit annoying to collect.

I ended up falling off a map once when attacking enemy in the corner.

It also annoyed me a bit that attack is on the right face button instead of left, mostly because most of the games I played had attack on the left face button, and I sometimes ended up dashing instead of attacking.

Overall I see a lot of passion and care put into this project I don't know how long it is yet, but with game doesn't having save I assume I was almost at the end. I if it was longer and had more content It would be a game I would definitely buy if I saw it on steam. 


Take care and good luck on your future game projects. :)

(3 edits) (+1)

Thanks for the feedback! :)

I will note the dash-off-ledge thing. The trick to perform the dash jump (assuming that is what you mean) is to quickly slide your thumb from the left face button to the down one - the game has a very generous buffer system that works for all buttons. But I will make it so that there's a window after you dash off a ledge where you can still jump.

May I ask what were the hardest parts of the combat were? Part of the strategy is to know when it's safe to attack, and figure out what moves you can perform out of what attacks (many grounded attacks allow you to jump almost immediately after swinging, for example), but with that said I still want to make the combat as accessible as possible. I will still note the checkpoint density though, as they are currently only placed at doors, which might be a bit unforgiving considering how long some of the later parts are.

You're not wrong - their hitboxes are smaller. These will be made larger, but for the time being, here's a tip: you can attack pickups to collect them!

Which corner did you fall off? You should be protected from falling off ledges at pretty much all times when in an attack state.

I suppose that's a preference thing, I'm used to pressing the left face button to dash, because I find it easier to slide my thumb that way. Don't have time to implement a button config atm, unfortunately. :(

Again, thanks for the feedback, and I take it you had a good time despite its flaws! Just curious, where were you when the controller died? There are 5 rooms you have to traverse after you break the orb!

(+1)

I finished the game 

Maybe Im a little bit disappointed there was no boss fight at the end but I still enjoyed the game quite a lot.


It turns out my controlled died yesterday just second to last room.( Also the corner to the left to the entrance of that room was the one I fallen under the map)

When it comes to last room It took me way too long to realize that in room to get left I was supposed to wall jump between two walls and wait to for right time, It might have been just me but I think It could have been a bit more clear.

When it comes to fighting I died at it significantly less today(only like 1-2 times at fighting and like 7 on platforming all in the last room) I probably just got used more to the combat.

I once again want to emphasize how much I don't like respawning with only half heath, It just makes that after respawning you need to round around the room for like 15-30 s to breaking pots hoping there will be health there. I don't know why you think that losing some progress was not enough of penalty for dying.

Also a little thing that annoyed me a bit , when you land you maintain speed which is cool for running fast but when you want to precisely land on something I would end up running off it.

Sorry If I come off as overly negative but I want to point out all the problems I had so hopefully it would allow to make this game better.

(1 edit) (+1)

Don't worry, this is all valuable criticism to me, especially since I will be submitting this to a contest soon!

Ohhh, I see, you fell through the map... I've been trying to recreate that bug for ages now, but it just won't show itself, lol.

Regarding the health, the way it works is that you only start with 50% health if you entered the checkpoint below 50% health - if you had above that, you start with whatever health you had touching it. It was designed that way because I thought it would at least be better than potentially restarting with 1% health, and didn't realize what problems that would cause. But it's noted now.

About maintaining speed on landing, you can let go of the analog stick before landing to almost instantly cancel your momentum. There is actually a hint in one of the rooms right after you get the scythe telling you this. Noted, though!