Tribulation by Adrenallen

Tribulation is a game about making it out of a nightmare world while fighting back against varying levels of insanity.
PLAY IT HERE
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).
I streamed the game's development on Twitch, you can see the VOD here!
Follow me on Twitter to see future projects :)
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
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.
Tips for playing
- If the game is too hard, try the easy mode. Your damage received is greatly reduced but you cannot submit to the leaderboard
- When in insanity mode, your damage output is greatly increased
- Certain weapons have better stun rates (i.e. the Pipe), use this to stun enemies then cycle to other weapons to deal maximum damage
- Stuck in a dead end or see something out of reach? Try lowering your sanity.
Tips for finding the GOOD ending
- Pay attention to what gives you score, and what takes it away
- There's 1 secret to be collected on each level
- Level 4 is important to fully clear
WALKTHROUGH FOR BAD ENDING FOUND HERE (SPOILERS)
Screenshots



Tools used
Art
- Aseprite
Code
- Godot 3.3
Music
Sound Effects
- ChipTone
- Audacity
Hosting
- Gitlab pages
- Itch.io
Continuous Deployment
- Gitlab CI/CD
Leaderboard
- NodeJS
- MongoDB
- Digital Ocean App Platform
Known bugs
- 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 Changelog
- Fixed bug with secret collection between games
Ratings
| Overall | 388th | 3.227⭐ | 24🧑⚖️ |
| Fun | 346th | 3.19⭐ | 23🧑⚖️ |
| Innovation | 457th | 2.818⭐ | 24🧑⚖️ |
| Theme | 304th | 3.476⭐ | 23🧑⚖️ |
| Graphics | 357th | 3.227⭐ | 24🧑⚖️ |
| Audio | 302th | 3.023⭐ | 24🧑⚖️ |
| Humor | 324th | 2.471⭐ | 19🧑⚖️ |
| Mood | 121th | 3.619⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 12🗨️ |
-edit Thanks the game is much more fun now that its not as hard :)
There is an easy mode toggle if the game is too tough. There is an additional weapon on level 2 that makes things a little easier :) Also don't forget to use the insanity mode to improve your damage output!
Later in the game different weapons have a hidden "stun" stat. Using certain weapons improves your stun chance on enemies, which helps to clear larger areas.
The melee weapon was a bit too slow and risky, so I opted to just run past the enemies in the early game. And the insanity mechanic sort of feels like a way to keep you on low health for some parts.
Got the bad end, but I still had a fun time with this game.
The atmosphere was very creepy, great job on that!
@swen Thanks for playing! I agree with you, I think if I did it again I would have made the weapons feel a little tighter and more satisfying.
Also reminder to be in insanity mode for double damage with the pipe :)
I have a few suggestions. I would work on the depth hierarchy. Something as simple as "depth = -y" should keep it so your head doesn't go through doors and whatnot. Also, enemies probably should not be aware of you until you are within their line of sight, then once they are aware of you they can chase you mercilessly. Right now they will go after you as if they have seen you through walls.
Overall nice entry, and I enjoyed myself playing it. Extra points for making it HTML5. I tried to port my game to HTML5 and I got game breaking bugs.
@lesinvisible sorry you felt movement was a little off, can you be more specific about what you felt could be changed? I felt movement was pretty okay, so if it felt off would love to know how to improve it for the next game. I'm glad you had fun though and thank you so much for the feedback!
@almightyzentaco Thanks for playing. I'm glad you enjoyed the music! I really thought the "insanity" mode causing the music to change pitch made it really atmospheric and creepy, happy with how that came out. I did struggle with a few z-index issues unfortunately, especially with the doors. Currently things are set to z-index of their y per frame, but the doors unfortunately need to be "on top" of 3 layers of z-index, but _always_ be behind the player. This kinda goofed up the system that is in place and with the time constraint I wasn't able to re-evaluate it. I think next time around I will do the hack of either drawing the doors without the "behind the wall" pixels so they can be placed at a lower z-index and appear right, or build multiple tilemaps to handle background, middle, and foreground layers. As far as enemies, yes!! I wish I had gotten around to line of site checks, I started it but ultimately just dropped it in favor of some hacky "distance to enemy" calculations. The first level is definitely the worst of this, but the rest of the levels do a better job at not "seeing you" through the walls just by how the enemies are placed. I'm glad you enjoyed the game, I hope it was fun. I always make an effort to get the HTML export tidied up because it makes it so convenient. Thanks for the feedback!
The enemy pathing and them getting stuck at times could have been addressed more. I think that, as others have said, I was missing some causality in the combat. If I swing a wrench/pipe or what it was and hit an enemy, I'd expect them to react to it in some way and not just instantly drop dead after a few swings.
Also, I'm not a big fan of having all of this text here on the submission page. I understand that a lot of effort went into writing the playthrough instructions, but games are about exploration, about figuring things out for ourselves as players. There should be that trial and error and figuring things out for ourselves. Being presented with a wall of text detailing all of that before I even get to download the game isn't a good idea in my opinion.
Finally, mentioning the cut content isn't really necessary. It's a 2-3 day game jam, we all understand that there was much more that could have been done. You did really well with your time and you should be proud of that, and focus on what you did accomplish instead of what you didn't. :trophy:
@epicgamefan I'm glad it grew on you! I was a little worried about this game at first honestly, felt like I cut the most ideas in this game versus other LDs I've done. I also pivoted game ideas ~4 hours in, which cost me some precious time. I think with some more meaty combat it could be a really great full featured game one day in the future if I revisit it.
I love the effects when you go insane, it really gives me Dont Starve insanity vibes, and overall that part is really cool. I think the graphics look great, although an attack animation for the main character would have made attacking a bit easier for me.
Overall, really well done! It was fun, but I'm really bad at killing things haha xD
ps I'm ready for normal mode now, time for leaderboard