Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

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Trinity - Descent to Ascend

by Khaldrin - Compo Entry

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).


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

- move mouse to aim
- left mouse button to shot

Downloads and Links




Marcellus says ...
Apr 18, 2016 @ 3:21pm

Nice concept but trying to reach 10 000 units felt like a job at macdonalds to me.

KodingNights says ...
Apr 18, 2016 @ 3:40pm

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 says ...
Apr 18, 2016 @ 4:06pm

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 says ...
Apr 18, 2016 @ 4:19pm

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 says ...
Apr 18, 2016 @ 4:22pm

Nice BG music. Like the other commenters, I wish there was some more progression.

IDidGame says ...
Apr 18, 2016 @ 4:23pm

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 says ...
Apr 18, 2016 @ 4:31pm

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 says ...
Apr 22, 2016 @ 2:53am

interesting concept

staircase27 says ...
Apr 23, 2016 @ 9:32am

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

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