We're Going to Hell for This by very dark lord
You're on a mission from God! But not a very glorious one. In fact, one might even call it tasteless or, some might say, offensive.
What do you do? Let's just say it involves train signals and saving lives, occasionally even against their will.
When playing, please make sure to:
- collect some of the items that pedestrians drop
- get suicidal people diagnosed
- use the collected items for treatment
The game falls a little short in explaining this. :upside_down:
Little Disclaimer
Please note that this game deals insensitively with sensitive topics, including depression, suicide, a little blasphemy and even a bit of gore. May God have mercy on our souls.
Gameplay / Playthrough Video
https://www.youtube.com/watch?v=Z6wrtkY5TfM
Controls
For the best experience, we recommend playing the game in Chrome using a controller.
- Move: Analog stick, Arrow keys, WASD
- Pick up / drop: F
- Toggle music: M

If you need help...
First and foremost: don't worry. The initial runs will surely be chaotic, and while the game is extremely simple, it's low on real explanations; just explore and see what works
If you prefer something more concrete, here are a few tips:
- only a few pedestrians are suicidal
- once you identified them, carry them to the therapist to receive a diagnosis
- make sure to collect the treatments that pedestrians happen to drop occasionally
- when you see a patient's diagnosis, bring them to the right treatment area
- God will explain the winning condition to you after 3 runs
- as far as beating the game is concerned, it's not a big deal if you can't save everyone early on, beating the game gets easier with every restart, and there is no way to lose

Development
- we used Typescript & HTML with a self-written game engine
- pixel-art is completely self-made for this game, using Aseprite (only one background image was reused from an earlier project)
- code is something like 70% human-written, 25% Github Copilot (GPT 5.4), 5% Claude Code, in VS Code
- music is generated with Suno
- sound effects are generated with sfxr and elevenlabs
Bug Fixes
2026-04-21:
- Fixed a critical performance issue temporarily occurring after player death
- Added Skip option to the dialogues, for players playing the game a second time who know the story already
- Adjusted volume of one sound effect that was hard to hear
- Fixed some small transition rendering issues where opacity was not correctly applied
- Adjusted a dialogue line that was confusing
- Fixed an issue with an accidentally looped sound / rumble, when the game scene transitions out while the train is passing
- Added Pause option (ESC / P key)
- Fixed an issue where jump, yeet, and resilience upgrades were not working as intended due to fence + train colliders being too high
- Fixed a bug with the pathfinding where NPCs would randomly run into walls, and some of the waypoint were not aligned properly to the map structure
- Fixed a bug where the music sometimes wouldn't play upon opening the game
2026-05-02:
- Removed invisible wall that was accidentally left in from a previous layout of the level
- Enabled a "This patient is fine" tooltip that didn't render when carrying a healthy person to the psychiatrist
| Link | http://shellfishgames.com/games/weregoingtohellforthis/ |
| Original URL | https://ldjam.com/events/ludum-dare/59/were-going-to-hell-for-this |
Ratings
| Overall | 318th | 3.725⭐ | 22🧑⚖️ |
| Fun | 249th | 3.65⭐ | 22🧑⚖️ |
| Innovation | 433th | 3.375⭐ | 22🧑⚖️ |
| Theme | 730th | 2.925⭐ | 22🧑⚖️ |
| Graphics | 575th | 3.425⭐ | 22🧑⚖️ |
| Humor | 70th | 4⭐ | 22🧑⚖️ |
| Mood | 474th | 3.55⭐ | 22🧑⚖️ |
| Given | 16🗳️ | 19🗨️ |
The music is pretty cheerful, which I like 🙂
@oleksandr-marynenko Ouhhh sorry about that! Not the first time I'm forgetting about this during a game jam. :upside_down: I'll see if I can get this fixed (edit: pushed a fix, hope WASD works as expected now for non-English keyboard layouts!). As for the healthy people dying accidentally: this was due to a bug in the pathfinding, which I just hotfixed. The healthy NPCs already had logic to avoid the tracks whenever the train signal is active, but at some point during the hectic last few hours yesterday that broke, and suddenly they started spending a lot of time running around confused where they shouldn't.
Thanks for playing!
I think I played this game through... softlocked from playing anymore :laughing:
Polished game with lots of fun. I liked the humour and dialogue and especially mechanics! It's always fun to play with physics and try to do different solutions to problems.
In the end I could recognize the suicidal people from afar so I yeeted them behind the invisible fence down of the level... And then yeeted loads and loads of "normal" people to the train tracks so see a massacre and test for consequences. I was amused to see that those people didn't count as casualties at all. Apparently god wanted only to save the worst depressed people and others were just collateral damage. What a moral for a game :sweat_smile:
Anyways, I had more way fun with this game that I should have... so great work!
Eventually after 5 mins I threw myself onto the tracks out of boredom and the game slowed down terribly to like 1 fps. I didn't end up using any of the items I collected.
The music is vibey and the concept is fun, I think it just needs some balancing to keep it interesting.
- pick up the items that people occasionally drop
- then carry depressed people to the psychiatrist, who will diagnose them
- once they're diagnosed, they tell you what treatment they need (based on the items)
- once you give them their treatment, they happily walk off
And once all depressed people per round are either dead or healed, the round is over and you have a 1-1 with God, get some upgrades, and then proceed. After 3 such rounds, a win condition is introduced, and then all you have to do is save 8 people within a round.
Ouh that 1 FPS thing sounds bad, I observed that once initially, but thought I had fixed it, at least it then worked on all my devices. Did the low FPS rate not stop once the God dialogue showed up?
Sad to read that you had to use IA for code and music :cry: and the jump is almost useless lvl2+ because too strong and lack of air control :/
Played around 40 minutes before realizing it ! Nice trap :p
