Trials of Tribulation is a 2D top-down pixel-RPG game which aims to provide non-linear progression to the gameplay. Puzzle games enhance problem-solving skills but lack the popularity of emerging open-word action-adventure games. Accordingly, our game provides a unique, unified experience that integrates puzzle elements through minigames with shooter elements.
The Rapid Application Development (RAD) approach was taken in conjunction with CASE tools to develop the software. The game engine of choice was Godot, with a plug-in integrated to properly render Aseprite files. The Aseprite application which was used to create pixel sprites. Initially, research was put into discovering popular genres and their games, and related criticisms. A structure chart, system flowchart and gantt chart was designed to outline the game’s features. Test data and a data dictionary was used to independently evaluate the system, along with testers to clear bugs and improve features. Functions were studied with official documentation.
The task of integrating puzzle mechanics with shooter elements was seamless in promoting intellectual skills and abilities while not being too stressful. Whilst it was fun through a first run-through, the replayability aspect could be greatly improved by incorporating more randomness especially for the puzzle and level generations.
Benefits included extending my creative ability to produce a new and fun solution. This game provides relief and de-stressing with varying tempo in regards to the completion of the game and emphasises decision-making skills. I learnt the importance of choosing colours to convey meaning, and to accommodate for disabilities.