Ludum Dare 29 — April 25th-28th Weekend — Theme: Beneath the Surface

Event Links: [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]

Back to Browse Entries

Dungeon Trap

by Thijsku - 48 Hour Compo Entry

You are trapped in a horrifying deep dungeon. Your only chance of saving yourself is to find the ladder which takes you to the surface. However, this ladder is guarded by an evil creature.. You will need to gather resources and build a save fortress in order to defeat him.

Keyboard controls:
Move around: W/A/S/D or arrow keys
Open inventory: Q/E
Use item/tool: Space bar

Gamepad Controls
Move around: Left stick
Open up inventory: Left/Right shoulder button
Use item/tool: X

Downloads and Links




Shire says ...
Apr 28, 2014 @ 6:54am

Really hard to get the hang of the controls, the menu is hard to navigate and the game is cluttered so its hard to switch between the tools necessary to deal with situations

gikdew says ...
Apr 28, 2014 @ 6:56am

awesome graphics bro!

BruceDoh says ...
Apr 28, 2014 @ 6:57am

Awesome game! Nice retro graphics and audio. Music is charming. Very full featured for a 48 hour game.

I feel like the stamina mechanic slows down the game and holds it back from its true potential.

liamtwose says ...
Apr 28, 2014 @ 10:38am

Love this game. But then I am a sucker for crafting games. I would have probably played all day, but for some reason the game froze. The walls were a little too easy to break also. Good work.

Very polished for only 48 hours!

PriorBlue says ...
Apr 28, 2014 @ 10:44am

The controls are a little bit complicated on keyboard, but its very fun.

Thijsku says ...
Apr 28, 2014 @ 11:23am

Thanks for playing all! I will definetely check out all your entries.

@Shire: this game is mainly optimised for the gamepad, so I agree that the controls for the keyboard are a bit harder. I should have focused on that a bit more!

@gikdew: Thanks mate! :)Your game looks awesome as well.

@BruceDoh: Thank you! I did a little tweaking to the balancing, so it should be improved right now. (for the record: I didn't add anything new or change mechanics, so this is allowed)

@liamtwose: Yes, I found the reason for the crashes and fixed it. I agree that the walls are a bit weak. :)

PriorBlue: Thank you!

Jools64 says ...
Apr 28, 2014 @ 12:29pm

Excellent game! Really enjoyable.

Johan Eklund says ...
Apr 28, 2014 @ 8:29pm

A bit difficult on the controls, even with a gamepad. But with that said, great game overall, and amazing graphics and especially music!

Jellycakes says ...
Apr 28, 2014 @ 9:56pm

Pretty good, was a little hard to get a hold of but I managed to beat it in the end. Nice job with the mechanics, would like to see this expanded ;)

edibletoaster says ...
Apr 29, 2014 @ 9:33am

Looks great, sounds great. The inventory system is a bit tricky to navigate but this could be really good when the controls are all tightened up.

JangoBrick says ...
Apr 29, 2014 @ 4:53pm


blockbot says ...
Apr 29, 2014 @ 4:58pm

Really awesome feel and completeness on this game. Nice work, hope you make it into a full game!

mrexcessive says ...
Apr 29, 2014 @ 4:58pm

Hi, had trouble getting anything except movement to work, some overlaying of text by health bars. Love the 8-bit aesthetic!

Ismei says ...
Apr 29, 2014 @ 5:03pm

I liked the look and sound of your game. I also found the controls a little hard, but I think that was because I panicked to begin with.

BuKaneerz says ...
Apr 29, 2014 @ 7:59pm

Great work !
(little hard to kill the enemies)
Really good graphics and music !!

Khaldrin says ...
Apr 29, 2014 @ 8:02pm

Very cool game. I liked the music and the graphics style. Interesting idea to mix tower defense elements with mining/crafting playstyle. Thank you :)

colludium says ...
Apr 29, 2014 @ 8:19pm

I found the controls a bit complicated (no gamepad, only keyboard). For a 48 hour game that was very comprehensive - good job!

Kyatric says ...
Apr 29, 2014 @ 10:39pm

I found the game very cluttered/confusing.
I played with the gamepad on FireFox 29.

I encountered some cells that couldn't be plowed act as "invisible wall" which made the setting even more confusing at first.

Turrets did not have predictive aim, which allowed some enemies to get
by when I was expecting the turrets to take them down. Also, unlike me, walking creatures could move over turrets. Pretty unfair.

Moreover, it felt like the further I went from my "home", the more, stronger and faster enemies spawned.
This wasn't really fun since I was struggling with resource collecting.

Building walls and doors did not strike me as a valid strategy to go for since they could be broken down so easily by the enemies making a poor shelter. Bombs are useless, making all the platinium wasting space.
The most needed resource was the rock, and this was the resource that was the less available in the end.

I found the music enjoyable and nice at first, but very repetitive almost aggressive in the end and I would have enjoyed a way to switch it off.

It strikes me as a nice concept, but poorly balanced making the game far more tedious than it could/should be.

I try to be honest in my critic, I hope it doesn't come too harsh, but that's what I felt about your game.
I tried to conquer it, did several tries spend about an hour on it (which is more than most of the games I try for a LD).
There's some good in it that already been written in the comments, here are the negative points in my opinion.

Nevertheless congrats on making a game in 48h and submitting it to the compo !

Thijsku says ...
Apr 29, 2014 @ 11:45pm

Hey Kyatric,

First of all, thanks for the long comment! There are definitely some bugs that I didn't get to fix due time constraint. I didn't even have a goal or real gameplay until the last three hours before submitting. This resulted in basically no time to playtest my game. I even didn't fully play my game until one day after submitting. :p That's the reason why there are still balancing issues and a few bugs.

Enemies can't spawn in greater number/getting stronger the further you went from your camp. There is a maximum amount of enemies that can be alive at the same time to prevent this.

I appreciate your critic, and it's nice that you spent so much time on it! :) I am considering a sequel/remake of this game, so I'll definitely take the time to polish it up. ^^

Kyatric says ...
Apr 30, 2014 @ 12:39am

It is indeed a nice base to work upon.
As often in game jams (at least in my experience and with using C2) we want to put too much into the game, too much features, too much scope, etc...
This results in failure to have a decent playtest/balancing in the limited time of the jam.
As you've noticed, I'm also struggling with that myself ^^
I sometimes think it's partially due to C2 since, it makes it so easy to make prototypes/games.
It can quickly bites you back though :)

Nevertheless, completion (submission of the entry) and constructive comments are always a victory imo. Again, congrats on your entry and the experience gained.
Thank you for your comment on my game as well, much appreciated.

Wertle says ...
Apr 30, 2014 @ 4:21am

I liked the core concept but I could never figure out how to craft anything :( It was interesting how the mechanics and spawning felt stressful but the music was very cheerful and low key, so I felt very relaxed.

Cireon says ...
Apr 30, 2014 @ 6:11pm

The basis of the game was really good, but as you already said in your Ludum Dare: the goal missed a bit. The game didn't really scale. You immediately start with all resources available and the crafting system is a bit confusing at the start.
I think it would have been better to build up things. Why do I get all resources right from the start and not just stone? Why can't I upgrade my weapon? After about five minutes I found out that the best strategy was to just mine all the stone from the map, turn it into turrets and kill the boss with them, ignoring all the enemies.

All in all a very cool game though. Graphics are great; the music and sound effects work and I could see this turned into a cool game if more time was spent on actually having the game scale over time and balance things.

TheGameFather says ...
Apr 30, 2014 @ 6:14pm

The art looks very nice!

FuzzyWuzzie says ...
Apr 30, 2014 @ 7:06pm

That was a lot of fun! I know you think you put too much time into the mechanics, but I think it paid off. Lots of fun tactics to try out!

Apr 30, 2014 @ 8:14pm

nice game! great work (- : was kind of confused about the canvas placing / resolution

Apr 30, 2014 @ 8:41pm

Great potential, love the graphics. A little more tweaking and gameplay and this could be really good. Great job

dector says ...
Apr 30, 2014 @ 9:03pm

Nice game but I can't say that switching between tools so often is comfortable.

madflame991 says ...
May 1, 2014 @ 10:20am

Nice game, you must have put a lot of effort in it. Took me a while to figure out how to equip the sword/shovel/etc., but once I did I enjoyed it. I understand it's not easy making a game with not-so-obvious controls, my entry seems to suffer the same fate...

May 1, 2014 @ 4:56pm

The gamepad worked really well, I think this is a really solid entry. There are some issues for sure, but it wouldn't take much to turn this into a great little game. With the walls and the ploughing it felt like you were taking territory and closing it off, then moving towards the next area. This is a cool idea, but I think it suffered as the spawn-rate ramped up and I was always getting killed in my own little house. The ever-reducing health bar is a great touch, but perhaps the stamina was a little unforgiving, especially with the sword. Good job overall though

Harsay says ...
May 1, 2014 @ 8:26pm

Well done for 48 hours! Had a lot of fun playing it (and the game was challenging), good graphics and music. + for supporting gamepads You should consider making post ludum dare version!

JavadocMD says ...
May 1, 2014 @ 8:33pm

Love this concept. The art and animation were great! Control scheme was a bit clumsy for me, but I don't have a gamepad, so that might explain it. Spreading the keyboard controls out so that I could play with two hands might helped.

Thijsku says ...
May 1, 2014 @ 8:56pm

Thanks for the comments, it's really great to read them and learn from them. I'm considering to make a sequel with lots of additions. If you'd like to keep updated on that project, you could follow my Twitter. ;) (TumbleweedGames)

@JavadocMD: You can play move around with the arrow keys as well, so you can play with two hands. I have to improve the keyboard controls though!

bombjack says ...
May 7, 2014 @ 10:13am

I like the art

You must sign in to comment.

IMPORTANT NOTE: If you want to place in the final results, you NEED votes. The easiest way to get votes is by rating other games. Judging lasts for 3 weeks following the end of Ludum Dare. For best effect, rate 20 games as soon as possible. Rating more games is encouraged.


TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate about 20 games to improve your visibility.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs ( and you will show up.

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crash or win condition bugs after the deadline (in a sense, like “porting” to support more players). We also allow “typo” bugs. I.e. A true that should have been a false, a word that should have been a different word, very tiny changes that you would have caught if you had more sleep. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just things you messed up last minute. Typos.

[cache: storing page]