HELLGATE HARVEST by kodingnights
HELLGATE HARVEST is a rhythm game about harvesting souls at the gates of HELL. Harvest the souls in time with the beat for extra score!
Can you make it to the END? HA HA HA!

All music created with MuGen (https://kodingnights.itch.io/mugen)
Reaper graphics by SamuelLee / itch.io
Walker graphics by Seliel the Shaper (Mana Seed spritesheet)
Created using my home grown LudumEngine build on LibGDX using JAVA
Demo video:
https://youtu.be/a95VCmFO6zY
INSTALLATION INSTRUCTIONS:
To start on Windows, either:
- Download and extract EXE, run HellgateHarvest.exe
or
- Download and extract Windows JAVA, run .\HellgateHarvest-1.0in\HellgateHarvest.bat (JAVA required!)
On Linux, Download and extract Linux JAVA, run .\HellgateHarvest-1.0in\HellgateHarvest (without the .bat) - might need to chmod a+rx HellgateHarvest first!
PLAY INSTRUCTIONS:
Reap souls by pressing keys 1-4 as the soul crosses the gate of HELL in the corresponding lane.
Time the reaping with the musical beat for hit streaks and accuracy bonuses for that MASSIVE SCORE.
The game will get harder as you progress levels.
Can you make it to THE END!? HA HA HA!
BUGFIXES AFTER JAM SUBMISSION: (Web version only)
- Screen size in the browser was too small
- If pressing a note key for an inactive track the game would crash
- Background shader compatibility fix
- Splat animation did not load properly
| JAVA | https://dkit.no/game/ld52/HellgateHarvest-1.0.zip |
| JAVA | https://dkit.no/game/ld52/HellgateHarvest-1.0.zip |
| WINDOWS EXE | https://dkit.no/game/ld52/HellgateHarvest-win.zip |
| Link | https://dkit.no/game/ |
| Post-JAM Polished (web) | https://dkit.no/game/polished/ |
| Original URL | https://ldjam.com/events/ludum-dare/52/hellgate-harvest |
Ratings
| Overall | 661th | 3.087⭐ | 54🧑⚖️ |
| Fun | 631th | 2.93⭐ | 52🧑⚖️ |
| Innovation | 690th | 2.784⭐ | 53🧑⚖️ |
| Theme | 649th | 3.23⭐ | 52🧑⚖️ |
| Audio | 291th | 3.391⭐ | 48🧑⚖️ |
| Humor | 533th | 2.554⭐ | 48🧑⚖️ |
| Mood | 679th | 2.941⭐ | 53🧑⚖️ |
| Given | 35🗳️ | 67🗨️ |
ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH
If so you need to install JAVA, sorry. :-( I kind of thought that was still standard on Windows.
EDIT: I have uploaded an .exe version!
Exception in thread "main" java.lang.UnsupportedClassVersionError: no/kodingnights/peggy/lwjgl3/Lwjgl3Launcher has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0
Currently trying to install Java 17 to try this game ^^
I have uploaded a new build where you should just be able to run the HellgateHarvest.exe - can you please download that version and try again? (The WINDOWS EXE URL)
Fun game with nice simple style, i like this kind of music too!
Either way after couple of tries I was able to finish the game :)
could just be me but it seems the people come closer together than in the demo video
Nice game!
@vigneshwa, @iluvatar - Thanks a lot!
@zonoxx, @jeff-chiu - Good point about the finish line, I should fix that. If people like the game, I can also create a lot more levels with the help of MuGen! https://kodingnights.itch.io/mugen
@owca - Congratulations on finishing! A calibration option is a good idea!
@mikyokyuji - did you make it to the end?
@geraldfingburke - I agree the first track is too long, I should cut it in half. It is the tutorial song.
@timon - Yeah that was actually bug in the version that should now have been fixed along with some other stuff (see description)
@togo-sepultraut - Do you mean the demo video? That was taken after 24 hours, I spend the last day of the Jam on polish and have not gotten around to creaete a new video
@twilightrh - Thanks a lot! Practice! (Actually you can just hammer the keyboard to get to the end, just not with a great score).
@ex3d0 Thanks for trying! What made it so hard?
I think the concept is really interesting, slicing up souls to a beat is a funny way to look at harvesting. I agree with some other comments however, the timing felt a little off and it was hard to tell when to hit the beat, and what was on and what was off beat. Maybe if you had the souls come a little more linearly towards you (as they sort of slowed down when they got close), or introducing some beat lines into the souls like in other music games that might help with some of the visual clarity. I think having a way to skip songs might be good as well, song one really dragged on. Interesting game though, and I like what you did with the concept.
Ways to improve this could be:
- Always have a measure line at the beginning of every measure, whether you're playing or not
- Make the notes/people be viewed from a more top down perspective so that it is easier to tell where notes should be played
This was an ambitious game and I applaud you for taking it on. However, I quickly realized that it didn't matter if I played correctly or not, the music kept playing just the same. I was able to repeatedly tap all of the buttons all the time and hit everything, even if there wasn't a note to play. I wasn't penalized at all for missing, aside from losing a hit streak, but that didn't seem to be too big of a deal.
Ways to improve this could be:
- Hurt me is I miss too much, if the visuals are helpful enough that I can see what and when I'm supposed to play, then having the game end for missing notes too much would make sense
- If it is too difficult to make an actual note-for-note play on button presses while tracking with the music, you may consider muting the music altogether until I start playing right.
Keep it up and thanks for making this!
But overall, this was a nice entry! Seriously you just need to tweak a few values and this would already be bumped up a star from how I see it now! Great job, especially for a first LD submission, keep it up! :beers:
Yes, and I'm tired. The basic concept of clicking to the music is basically limitless, and yet, most of the time when you see a new rhythm game, it's yet another reskin of DDR that just makes you want to ask: why bother? What happened to creativity? We've seen it many times. We've had FNF here at Ludum Dare, and it never deserved the attention it got, since there had been numerous other 4K simulators that just did the same job but much better.
4K has to have split controls. DFJK minimum, and better yet something like ASKL. 1234/QWER in a 4K with triads is indefensible; if you want the smaller two fingers to be involved, go with 6/7/8/9K.
And, I can't stress it enough, **you need sliders**. A note speed slider and at least one timing slider (preferably three: audio/video delay and grade offset). **They are as core as jumping is in platform games.** The original version's note speed is fixed to some incomprehensibly low value, and I have no idea what's going on.
The post-jam version is much more playable, but it's just yet another 4K sim without holds, with nothing to stand out. The note speed is still an order of magnitude too slow for my preference.
Sorry for the rant, and congratulations on finishing a jam game.

@sephowepho thank you also for your comments, it seems I really have to make some sliders to accommodate different players.
@dimesto52 You are right - you will miss your hit streak but yes you can pass the level that way. I wanted to fix that but just didn't have time at the end. WHat kind of sound bug did you have? Has it been resolved in the polished version?