Trinity - Descent to Ascend by Khaldrin

[raw]
made by Khaldrin for LD35 (COMPO)
Trinity is a dungeon crawler where the player can attune to the elements and therefore shift its state of matter to engage increasingly difficult enemies.

Starting in a hub-like world, you can chose one of four teleporters at the beginning:

The top one takes you to the fire-themed world, the right one to the ice-themed world and the right one to the water-themed world. In each of these three areas one teleporter leads back to the hub and one deeper into the dungeon. Enemies are "attuned" to the element of the world they live in and take less damage from this element. Enemy HP scales with difficulty level. Unfortunately the battle-system was not finished in time, so there is no "game over" yet.

Center teleporter takes you to the "boss" an enemy that has high resistances to all elements, so you need approximately 10000 power levels in one element to defeat him in a reasonable time.

As I said: I ran out of time in the end, so the game lacks some mechanics and a reasonable "game over" objective (either being defeated or beating the boss).

Controls:

Keyboard:
- WASD to move
- 1 attune to fire
- 2 attune to water
- 3 attune to air

Mouse:
- move mouse to aim
- left mouse button to shot

Ratings

Coolness 36% 1666
Overall 2.58 870
Audio 2.56 509
Fun 2.39 867
Graphics 2.50 738
Innovation 2.44 824
Mood 2.81 549
Theme 2.59 842

Feedback

Marcellus
18. Apr 2016 · 15:16 UTC
Nice concept but trying to reach 10 000 units felt like a job at macdonalds to me.
KodingNights
18. Apr 2016 · 15:35 UTC
Entered a portal and met a red guy. Tried to shoot him with all the different weapons but nothing happened. Also no more portals in that room. Am I stuck?
Light effects look cool.
Charzendat
18. Apr 2016 · 16:01 UTC
Fair idea but just not really fun to play. I went into the fire level first and started taking down enemies and exploring, but there is nothing to explore. Plus the enemies are no threat at all. I just sat there and one walked at me and nothing happened. Plus the idea of getting to 10000 feels obnoxious. More interesting enemies, a genuine threat and an achievable goal would really help it.
madalaski
18. Apr 2016 · 16:14 UTC
Couple of glitches but well graphically designed and lit. Could have used a bit more a tutorial or background to what the aim was but I got there in the end.
Brice
18. Apr 2016 · 16:17 UTC
Nice BG music. Like the other commenters, I wish there was some more progression.
IDidGame
18. Apr 2016 · 16:18 UTC
The music was nice and kept me playing for a while

I might be missing something but i didn't notice any real difference between the elements other than color. I wish you had prioritized the base mechanic during development.
Conk
18. Apr 2016 · 16:26 UTC
Good job! The combat was lacking a bit as you said, maybe make each element have it's own ability could spice things up a bit, it was also really easy, health bars on the enemies would also help know the player is doing damage.
w1n5t0n
22. Apr 2016 · 02:48 UTC
interesting concept
staircase27
23. Apr 2016 · 09:27 UTC
Nice idea but needs more to do other than just keep firing at things and wander around and maybe so reason to actually visit multiple elemental areas