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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Cave of Peril

by Entar - Competition Entry

UPDATE: For those experiencing bug(s) that make the game unplayable, the .zip's have been updated with (and only with) fixes for those game-killing bugs.

In this game, the player must avoid various perils of danger while escaping invisible evil zombie gnomes in a dark cave. Thank goodness for that flashlight. The perils to be avoided include toxic goo and ceiling traps that will fall on you. The game was made mostly from scratch (except for a small framework) and each level is generated procedurally.

Make sure you play with the sound on and turned up, and maybe even play in a dark room if you want to get freaked out. :)
Hint: You can trigger ceiling traps and then get out of the way.

Have fun!

Downloads and Links




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Comments (archive)

flashkick says ...

The flashlight effect was great and paired with the invisible enemies, it made be never stop moving around at full speed.

Comtemno says ...

The game is, to me, unplayable. Jumping takes you above ceiling; the frame rate must be above 100; I don't know what else I can say about this.

doohan says ...

Graphics are really impressive, especially the flashlight. My only problem is that you seem to slide around alot as though you were on ice.

zacaj says ...

Invisible zombies and copious amounts of green lava?

Green Point says ...

nice foodphoto.

Wiering says ...

Very impressive graphics, but hard to play. I keep dying without knowing what happened.

gadlor says ...

i think maybe the ceiling traps are perhaps excessive :) but i might be wrong. seems like some people don't even realize they are dying to them. i guess i'd like to hear more music, but otherwise - really great idea and good execution.

Hempuli says ...

Good work!

Problem Machine says ...

Fun race against time, but it felt like kind of a ripoff when I made it and immediately got dropped into another identical level. The low gravity was odd, but fun to play with. It bothered me that it didn't seem possible to go forward and strafe to the side at the same time, though.

Endurion says ...

The graphics and sound effects are top notch.
The jump speed seems a tad slow. It would also be nice to know why you suddenly died.

ExciteMike says ...

Took me a long time to realize falling blocks were killing me. Feel s pretty unfair to get killed by those. That and when jumping it seemed hard to judge whether I was high enough. Both are kind of problems of the 1st-person viewpoint I guess. Also it seemed that sometimes I got unbeatable caves. But boy the atmosphere worked! Was pretty good fun except for the above issues!

badlydrawnrod says ...

Atmospheric. The idea of being chased by something invisible makes for good dramatic tension.

noonat says ...

I loved the tension of this, and great job with the graphics and sound. Not being able to strafe while running forward was really frustrating. The ceiling traps felt really cheap -- you spend the whole time looking down to run and jump, and you just don't see the traps up above.

philomory says ...

Very atmospheric, very cool idea, loved the flashlight and the noises. Unfortunately, I would die all the time with absolutely no indication as to why. I hadn't fallen in the goo, there was nothing of interest to see on the ceiling, the counter said the gnomes were still hundreds of units away, but suddenly I'd be dead. It'd be nice if the game told you why you had died.

Sparky says ...

The audio and visuals seem good, and the idea seems sound. I didn't enjoy this incarnation of it because I couldn't really tell when the gnomes were getting closer, or what I was doing wrong when I died. I suspect all it needs is a bit more sound / visual feedback around the gnome and the ceiling traps. If these issues were addressed, I think I'd really like this entry. Nice work.

Doches says ...

Entar, Master of the Vote.

HybridMind says ...

Wow.. it took me a few tries (maybe 5 or 6) until I didn't die within like 20 seconds.. but eventually I managed to last almost 2 minutes and was getting near the exit (or whatever the glowing light was.) Great atmosphere and tension in this game. I really like that you eventually learn to keep looking up and down for slime and traps. I also like the strange foreboding threat of the invisible creatures coming and the listed distance to the threat.

I felt like my last time playing I didn't really know what killed me... I think it was slime but I'm not sure.

Great job though. The flashlight rendering was really great looking. I felt that the controls where a little quick mouse-look wise but I guess I could have adjusted my own mouse perhaps. Excellent work. Good journal too and definitely spot on for theme!

sirGustav says ...

I liked the flashlight, but I died too often and often without know why. I was also unable to strafe while walking... a cool idea would be to play some haunting music when the evil started to come close. A collapsing cave would perhaps be a better enemy :)

ondrew says ...

Most of the time I had no idea, why I died. The difficulty might been a little lower. I particularly liked the textures.

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