Tribulation
Tribulation is a game about making it out of a nightmare world while fighting back against varying levels of insanity.
This is my fourth Ludum Dare entry! It was a difficult one, and first time I have pivoted from my original game idea (4 hours in).
Theme
With the theme being "unstable", you play as an unstable person fighting through a nightmare world. Use the insanity mechanic to your advantage to maximize damage and score!
Gameplay
Tribulation is an isometric shooter. There are 5 levels including one final boss fight. There are _two_ endings, a good and a bad. There are 3 enemies and 3 weapons. Player health is considered their "sanity" level. When sanity gets too low, the player is insane and may see things that do not exist in reality. Scores are calculated through a number of items such as enemies killed, times damaged, medkits collected, secrets found, and ending achieved. Weapons have different stats, some causing more "stun" damage than others. Stunning enemies causes them to be stopped temporarily and more vulnerable to damage.
Controls
Movement - WASD or Arrow Keys
Shoot - Left Mouse
Aim - Mouse
Use Healthkit - R
Lower Sanity - X
Cycle Weapons - Q
Mute Music - M
Mute Sound EFfects - N
Tools used
Art
- Aseprite
Code
- Godot 3.3
Music
- [Strofe](strofe.com)
SFX
- [ChipTone](https://sfbgames.itch.io/chiptone)
- Audacity
Hosting
- Gitlab pages
- Itch.io
Continuous Deployment
- Gitlab CI/CD
Leaderboard
- NodeJS
- MongoDB
- Digital Ocean App Platform
Known Bugs (that will be fixed)
- Monsters may at times not attack more than once until they are hit or moved away from
- Insanity at start of level may cause bugs with the world spawn
- Bullets go through walls
- Final boss may spawn monsters on top of eachother causing them to glitch
- Insanity transition may cause player to get stuck in a wall (can kill yourself with X in this case)
- Leaderboard submit button is offset wrong
Cut Content
- Boss third phase
- Insanity world in this phase would be filled with new area of effect items.
- Boss would eat minions for additional health
- Boss would have a clone in the Insanity world that is unkillable forcing the player to avoid
- Spawner enemy to spawn new enemies on the map. Would teleport away from the player and have to be chased down
- Shadow effects for each sprite so it looked less flat :(
- Better death animation including screen closing in with Nightmare effect
- Full lighting system so that player was forced to use light sources and/or flashlight to see
- Sanity maze level (original level 4 design)
- Level is two entirely different levels, one sane and one insane. Player would have to navigate between the two to bypass roadblocks and solve puzzles
- Elite versions of the Naked and Stumpy enemies
- Shotgun weapon
- Sniper weapon
- More interesting boss arena, including enclosed areas to hide from boss and kite enemies
- A lot of sound effects are still missing due to time constraints
Post Submission Changes
- Fixed bug with secret collection between games
- Fixed bug with Boss not being stunned
- Fixed bug with back to back plays carrying stats over
- Fixed out of line cursor
Status | Released |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | Garrett Makes Games |
Genre | Action |
Tags | Ludum Dare 49 |
Links | Ludum Dare |
Download
Development log
- The Weapons of TribulationOct 13, 2021
Comments
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The game design for a combat and a progression based on sacrifices was very interesting in this type of game. The isometric perspective is quite charming. And dissonant music or not-so-common scales is very ingenious, but would go better with something with a more comic or tragicomic tone. This game does not need melee or gun combat, it can better exploit the mechanics of sacrifice and insanity. Congratulations!