
Journey through the Nine Circles of Hell in this atmospheric puzzle game, which closely follows the epic poem "Inferno" by Dante Alighieri. Each circle has its unique mood and mechanics, and interspersed between the over 100 puzzles are plenty of artwork and quotes from the original poem.
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Languages: English
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[b]inferno[/b] is an isometric sokoban inspired by dante's epic poem. [b]134 levels[/b] take signor alighieri and virgil through the 9 circles of heck and other locations (plus some of the poem itself), all detailed on the store page, so I won't bang on too much about that. they're [b]varied both audiovisually and mechanically[/b], lots of things besides pushing boxes, tree trunks, tetris pieces and whatnot, often multiple or stacked on top of each other or your head. pretty cool stuff mostly. there are ladders (can be hard to see and finicky to navigate), keys, boats, mazes, giants, and poor souls either to toss around (sliding element) or take advantage of while [b]they move around in real-time[/b]. not a fan of this, even less so of one level where a light-sensitive block has to be protected from moving lights. I managed, so not too bad and other light-based mechanics were fine, but [b]keep arcade ♥♥♥♥ out of turn-based puzzlers[/b]. the menu doesn't pause the game, would be a dealbreaker normally. no problem on most levels here, nothing happens, and real-time ones only have stuff moving back and forth. there are always 3 levels available to play, so you can get hopelessly stuck on more than one, but [b]'story mode' unlocks all of them and enables level skip[/b]. level select doesn't change but you can play locked levels. achievements, quicksaves and level unlocks are obviously disabled in this case. and speaking of story, it's spruced up by gustave dore's classic illustrations and [b]certain words have descriptions as tooltips[/b], though they're not highighted, so there's a dreaded pixel-hunting element if you want some extra info. and the green tick makes it impossible to see level numbers on level select. [b]no move or time limit[/b] but both counters can be enabled if you're curious (it's like debug mode, hard to make out in the corner, should be more elegant). [b]mid-level progress is saved when you quit[/b] and there's quicksave/load on demand as well, plus [b]optional hints[/b] on most levels. not only by choosing not to use them but they can be turned off if you're too weak to resist temptation. [b]unlimited undo[/b] is available, no sokoban should exist without it, works on real-time mechanics too. [b]similarly to jesus h. christ, falling into water (or anywhere) doesn't kill you[/b], just take a few steps back. [b]non-rebindable controls[/b], keyboard and mouse both work. by default wasd or left click moves (the latter towards the cursor, not recommended), arrows or right mouse rotate the camera, but you can switch it, so non-qwerty people can apply. wheel or q/e zooms but it's towards the center of the level, not always useful without camera movement options. tab or middle mouse switches characters later in the game, f2 is restart (bit weird), 'z' is undo, f5/f8 is quicksave/load. it might sound like overkill but the more options the better, plus [b]unlike movement, undo can't be held[/b], so if you're in a good spot, might as well save to save on undoing too much. real-time elements can be sped up as well. since it's mostly isometric, movement needs some getting used to, helped by the optional movement indicator in the corner. or you can just fiddle with the camera but [b]frustratingly, move direction is based on the angle[/b], so left won't always be left and puzzles often benefit from looking at them from various viewpoints. a toggle for absolute movement would be useful. while the 'fancy backgrounds' setting helps and leaving 'long mantle' off gets rid of the crazy-long cape seen on the store page, the presentation isn't exactly pretty, yet has a certain je ne sais quoi (also a minecraft-like quality). [b]some levels are way too dark[/b] and the brightness setting is only for light sources, so doesn't always do much. in one section carrying a light is part of the puzzle but proper in-game brightness/gamma adjustment would be necessary. the [b]music is a fitting and huge selection[/b] from the works of kevin macleod, composer of every indie soundtrack ever (because they're free to use). [b]lots of settings[/b] too, all explained and available while playing, just the way I like it. separate volumes, movement repeat delay (for holding movement keys), resizable windowed mode, particles (rain, snow, etc.), fancy intros (off for instant text display), plus all the others from above. great attention to detail. being a sokoban meant I wouldn't get far but still had my moments while getting stuck embarrassingly fast and often. gave up around level 40 but I'm really glad I played it, and for story mode, so I could check out and solve some of the rest. and be thankful I didn't have to deal with all the real-time elements in the middle and near the end (about 20 levels total). it's done really well for the most part with [b]tons of tricksy and satisfying puzzles, accessibility considerations, some educational value and a low price[/b]. we're all going to hell anyway (or are already there), might as well find out what awaits by playing this sadly hidden gem.
Fun and challenging. LOTS of puzzles with good variety. Very nice artwork between levels. Movement is a little jank, but there's a very generous undo which you'll want to get accustomed to from the start so as to not have to restart the level constantly. Multiple quick save rotation would be nice, currently only one.
Overall, I really enjoyed this game. There's lots of variety, and some very good puzzle designs. The poetry and art between levels sets an interesting tone (slightly undermined by the amusingly blocky Lucifer) It's an unusual choice to have real-time elements, but the undo system makes them quite forgiving. The difficulty of levels is highly variable, with the hardest ones being pretty challenging. But a few of the late game levels are strangely easy (the final Lucifer level felt a bit anti-climactic as a result)
The only game in Steam that is based about Dante Alighieri's Divina Commedia popularly known as the Divine Comedy. It is a puzzle game with sokoban elements perfect for puzzle lovers and casual gamers. Where better else to spend your time and money but in this heavenly hell.
Sokoban interspersed with medieval literature? I'm in.
A premissa do jogo é simples: você vivencia os eventos descritos na divina comédia, mais precisamente O Inferno, acompanhando Dante em sua jornada, resolvendo puzzles e progredindo na história(que caso você já tenha lido não terá nenhuma surpresa btw). Os puzzles são razoavelmente complicados se você, assim como eu, tem o QI de um chimpanzé batendo um coco numa pedra, pois é necessário muitas das vezes utilizar do próprio cenário para resolver certos puzzles, e o game não deixa muito explícito isso, como por exemplo o nível 15, em que você tem que colocar umas caixas para atravessar um rio, mas tem que tirar uma por uma batendo no galho de uma árvore para que ela fique sobre sua cabeça, onde só consegui descobrir isso após encontrar uma live gravada pelo criador do jogo no youtube onde ele passava de alguns níveis durante uma transmissão do jogo em dezembro de 2021. O jogo também apresenta algumas dicas do Virgil, que são tão inúteis que você sente que o jogo seria melhor sem ele, visto que são dicas como "wow fella, você tem que levar as caixas para o outro lado", e isso até mesmo um chimpanzé descobriria a primeira vista, sendo praticamente inútil levar em conta as dicas do Virgil. Tem um "modo história" no jogo, em que você pode ignorar os puzzles e acompanhar apenas a história, que é contada sempre no início de cada nível do jogo, com uma "recriação" pixelizada e colorizada das artes de Gustav Doré(pesquisem sobre, o cara é bom), e junto com a trilha sonora, dão o sentimento de angústia que a obra original realmente passava durante a trilha de dante nos 8 círculos do inferno. A ambientação do jogo deixa a desejar, pois, diferente das artes e da trilha sonora, ela é bastante colorizada e "viva", o que é irônico visto que você está literalmente no inferno, passando por cada representação dos pecados capitais e do sofrimento eterno das almas, mas você não sente isso durante o gameplay, pois o jogo em si é uma mistura de minecraft com roblox nesse sentido, não ela não é feia, porém não passa o sentimento de angústia que estar no inferno passaria. A gameplay é boa e funciona bem, você pode alterar o ângulo da câmera durante os níveis, e movimentar o personagem tanto com o botão esquerdo do mouse quanto com as teclas (WASD), e o diferencial é que o ângulo da câmera será seu melhor amigo em sua gameplay, pois o jogo se trata de utilizar objetos e o próprio cenário. A história é sem comentários, pois é uma adaptação da obra e da genialidade de Dante Aleghieri, que dispensa comentários quanto ao seu conteúdo, ou seja, o jogo é basicamente uma "divina comédia" interativa, as artes do jogo contribuem bastante e o estilo do jogo é bem chamativo.
I liked this-but I think I got stuck on a few levels and there is no hint system. I'd like to try to go back and finish it.
Apart from the beyond fantastic puzzles that captivated me instantly but the story telling is just top-tier. Easily has become one of my favorites.
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