Competition information for Ludum Dare 15, held August 28th-30th weekend in 2009.

The theme for Ludum Dare 15 was Caverns. Ludum Dare 15 had 144 entries.

For the announcement post (with keynote by Mike Hommel), click here. To see the results of theme voting see Round 1, Round 2, and Round 3. To see results of the user survey, click here.

Historically speaking, this was our first competition with the brand new submission system, a rudimentary compo website redesign (with logo), as well as a keynote.

Stay tuned for Ludum Dare 16, coming December 2009.

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Angry Caverns

by HybridMind - Competition Entry

ANGRY CAVERNS - by HybridMind - August 28th-30th, 2009
Created from scratch for Ludum Dare 15's 48hr game competition

You are the angry caverns. You awaken one day to find many creatures living inside of you. This pisses you off. Destroy as many as you can.

How To Play:

* Click on the stalactites and bubbling vents to trigger your attacks.
* You will have limited time on each level
* Chain attacks for big combo points
* Glowing creatures are worth more bonus points
* Bigger completion bonuses for more creatures killed
* Supports online leaderboards!

Tools used:
* Coded in ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter's sfxr for sound effects. I composed both music loops in Reason.

Downloads and Links




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Comments (archive)

Almost says ...

I liked this game, very smooth graphics and easy gameplay. Good overall presentation.

Kimau says ...

Brilliant use of the theme! Love it really fun destroying these little minions.

Problem Machine says ...

Really fun little game, and a stylish take on the theme.

Green Point says ...

Very easy game play, but I think you could do one without a timer.

fydo says ...

Good job, this is fun.
I really liked the scoreboard integration. Cool stuff.

graner says ...

Very original idea to make the theme the "main character" in the game :D. I liked it a lot!

nilsf says ...

Neat little game. The music was nice.
The scoreboard is an evil ploy to get us hooked trying to beat each other's scores. We must resist it. :P
The randomness of the critters' movement was a bit annoying when trying to time an attack.

Hempuli says ...

I like the aesthetics. Kinda simple, but very enjoyable.

Matt Thorson says ...

A nice simple/elegant game. Good work!

gadlor says ...

beautiful. i just want more levels!

ChevyRay says ...

Cool concept. One of the better entries I've played (probably the most well-rounded of my votes so far, anyways). I like that you play as the cavern itself, good take on the theme. I'm currently sitting in 4th place at 48549, which was my first run at the game.

Osgeld says ...

While its a fun arcade style game, I was expecting a percentage to kill (think lemmings), maybe in a future version

Good job overall

afterthought says ...

Yeah, quite solid overall! Great take on the theme, too, if quite literal about it :)
The critters are pretty hard to predict.
Music done in Reason? Now I'm tempted to try that next time, hadn't even considered it.

jplur says ...

You *are* the cave!

erik says ...

Nice idea making the cavern the protagonist.

Could probably use some more game play elements. Shooting for a high score only gets you so far. The online score board integration really helps though, well done on including that.

Tenoch says ...

Nice polish, but I didn't really enjoy the gameplay. The limited ressources engage the player to try to optimise their use, but there is no way to improve yourself immediately (only by doing the game again). This lack of feedback disapointed me a bit.

mjau says ...

It was fun for a while, but gets a little repetitive. Nice use of the theme =)

badlydrawnrod says ...

Nice to see something so original. Good stuff.

jovoc says ...

Great idea to play as the cavern. The different attacks were great. Nice sound/music as well. Only suggestion is to do something more original than a timer to end each level.

shanecelis says ...

I really like the playing as a cavern spin on the theme. Great stuff!

Gilvado says ...

Looks pretty, sounds good, plays smoothly -- I like it :).

gimblll says ...

Simple, short, to the point. Timer on the levels was a bit annoying.

philomory says ...

I'm giving both you an ippa full marks for Innovation, rather than worrying about which one of you had the idea first. You are also the only two people (so far) to get full points for Theme from me. I think it's actually interesting to compare the two games. Angry Caverns has more complex, interesting gameplay, but The Eternally Gray does a lot more to flesh out (or should that be, 'stone out'?) the cave as a character.

Anyway, sorry to compare your game to someone else's. It was kinda inevitable. But, I like 'em both a lot!

Henry McLaughlin says ...

A rather fun game.

I like the concept. I don't think many people thought of the cavern as a character, much less the player's character!

Endurion says ...

Quite nice :)

Only niggle, the tiny vents are really tiny. Would be better if you can also trigger them by clicking near them.

ondrew says ...

Enjoyed it a lot, but I would set some minimal limits of things to kill before advancing to next level.

sirGustav says ...

It felt too easy. I clicked on everything randomly and was able finished the game. Everything else was spot on.

Entar says ...

Yay, 43,231 score! Decent music, fun game. Could use a little polish, like making the clicking area for traps a tad bigger, and make the enemies not turn around so sporadically. They're really hard to hit that way.

Comtemno says ...

Haha, fun! Reminds me of the old I, DUNGEON joke.
Edit: I, DUNGEON was, if I recall correctly, a game name suggested by the maker of Fez in a thread in Tigsource (the thread was for requesting help on naming games; and someone was making a game with an idea similar to yours).

Doches says ...

Gloriously polished, but I have to agree with some earlier commentators: it is simultaneously too hard and too easy. Too hard, because I don't really have much I can do to improve (or maybe I'm simply not very good at this sort of timing!); too easy, in that I don't actually have to kill very much to advance.

I'm not sure how you could improve this, though. Maybe if my resources slowly returned (i.e. stalactites regrew) and I had to clear out the cavern? Scoring would then be based on time, I suppose.

Anyway, just a thought. It works perfectly well the way it is, honestly. Very random entry!

mklee says ...

Never will I venture into caverns the same way again...

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