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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Rex's Cavernous Survival Horror Game Thing

by doohan - Competition Entry

It's too late to do music or sound, but what's there is mostly playable. Use the wasd keys and the mouse to aim and shoot. Simple as that!

Have fun!

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Comments (archive)

nilsf says ...

The blood, gore and dirt particule effects were nice, but overall the game isn't really much fun to play. Also there's doesn't seem to be a way to restart the game.

Doches says ...

destroyable terrain? Cool. Gameplay? absent. You had the tech to do something really cool here, but you didn't quite make it there.

Green Point says ...

As Doches, I think u have tech, but not gameplay, something like boxhead would be great.

jplur says ...

Yeah some neat tricks but i agree with other comments.

Objelisks says ...

Could have replaced the enemies with some kind of puzzle, and it probably would have worked out a bit better, but pretty cool idea.

Endurion says ...

Off to a good start there.

But there's a few flaws that kill the fun that could be had. If you hit an obstacle during jumping you still kinda keep jumping. Also, once you die you have to close it and restart.

You have mud to shoot away, but what use is it? You could've sealed a part of the screen for example.

ondrew says ...

As others mentioned, not much gameplay present. I liked shooting behind my back, that was a nice touch.

Jacob says ...

Looked really promising in the first shots, but feels pretty incomplete. Perhaps too ambitious. Could be scaled down and focused.

I really like the destroyable terrain, and any game with a zombird and hamster is good!

Less tech, more gameplay, and some sound (even SFXR random clicks) and this is awesome.

DrPetter says ...

My main concern is that the mouse pointer wasn't visible, so it was really hard to control the aiming (and prevent myself from clicking outside the window by accident). I only got one ammo crate, and then ran out of bullets pretty soon. Health pickups were raining all over the place, but I couldn't shoot so there wasn't much to do. Jumping feels rather broken, and I couldn't really get to the right-most platforms. Even if everything was working properly, it still lacks a goal or reason for playing.

mjau says ...

Had pretty much the same experience as DrPetter.

AtkinsSJ says ...

The random drops were a little too random - waited for ammo to drop for ages, with none.
This game is a little disappointing - you have nice destructible terrain, then it's not at all relevant to the game, which seems like it was thrown in because you ran out of time. :(

jolle says ...

No goal that I can tell, so feels pointless. Good effort though.

Entar says ...

Hehe, beavers with guns? sweet! It's a little on the simple side though, could use some polish. Aiming is a little awkward when you can't see the mouse.

jovoc says ...

Nice game. Needs more tuning, it was very hard to control and it seemed like you had to shoot the zombirds for hours before they would die. They also seemed to all get stuck on one platform. However, it was pretty complete for 48 hours in terms of features, just needed a bit of tuning.

edit: holy cow I didn't realize that you could shoot the level. That's awesome. Unfortunately there's not really much in the one level that makes use of that...

Problem Machine says ...

Some nifty tech, but nothing very interesting happens with it. There's some potential there if the mechanics get spiced up, but right now there's just not enough to make it fun.

sgstair says ...

Really becomes quite unfeasable to play once you run out of ammo and new ammo doesn't spawn in a reachable location.

Morre says ...

I think some more feedback to the user would be great. Being able to more clearly see when you're firing or not, and more easily seeing where you're hitting would help a lot.

The level could be a bit more user-friendly; getting around (especially to the top right corner) is pretty hard.

I like the zombie penguins.

Well done :)

philomory says ...

I liked the effect where your shots dig away at the ceiling. Otherwise, the gameplay was kinda weird.

HybridMind says ...

Well.. that was bizarre. I couldn't seem to shoot any of the zombie birds. I eventually used some ceiling bits to kill them I think but then ammo crates wouldn't appear again so I never had enough ammo. Played a few times but it just seems a bit broken / unpolished base-mechanic wise. It looks like it could be a humorously fun little game though. It is fun playing a gun wielding (hamster?)

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