Ludum Dare 15
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.
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.
2XUE - Radix - Competition Entry
A 2-human game.
Player 1 crawls the dungeon... I mean, caverns.
His experience is all up to Player 2 (he who wields the mouse), who designs the next level while player 1 crawls the previous one.
This is an experiment I've been wanting to try for a while, although I originally imagined it as a platformer. The idea is, hopefully, some interesting interactions will emerge between the people playing, kind of like how we used to take board game sets and invent completely new role-playing games from the pieces when I was a kid.
I want to revisit the idea and try it with a few other genres some time soon.
I've just updated the game to include saving/loading and 9 single player maps. So it's now possible to play solo.
Please note that this was added post-compo.
PLEASE NOTE: this is in the readme, but worth mentioning again: the buttons at the bottom are operated with a double-click, so you can't accidentally wipe your level.
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Kimau says ...
A nice idea to have the two player mechanic but I don't think it works because good dungeons take time so you end up waiting and player 1 can see what player 2 is doing.
jolle says ...
This is pretty cool. Bad things first, though: Don't like the filtering used on the player screen, and I do think it'd be nice to be able to minimize main game window. Then there's the problem that I'm essentially just building levels for myself here. Think it should have come packaged with a few levels.
Anyway, I like it.
gadlor says ...
a few preconstruct levels would be nice - or a way to save and load ones that you've created. just having them go poof is kind of disappointing.
AtkinsSJ says ...
A cool idea, and though I only played for a short while, by myself, I can see it would be pretty cool playing with someone else. Very original. :D
fydo says ...
Multiplayer games in Ludum Dare? YES PLEASE! :)
I'm happy with this, though I would have liked a few starter levels to learn with.
Almost says ...
Huh. Seems like a cool idea, but multiplayer games tend to be inconvenient. is something meant to happen when the player dies? cause it seemed to have more or less just become a 'player is now dead forever' situation
recursor says ...
I really like the idea. A couple of things that would be cool:
1) Have a single player mode where you can play through previously designed dungeons.
2) Have a multi-player networked mode where the 'dungeon master' could feed the other player some pre-built levels while designing new ones. Dungeon master gets notified when the player has completed the level and can toss another level at him or make him wait.
Frimkron says ...
Such a cool concept. I can remember trying to make a similar kind of "dungeon master vs hero" 2-player game when I was first getting into game programming in my early teens. I think there's so much potential in asymmetrical multiplayer games like this that game developers just aren't exploring.
Gilvado says ...
Cool concept -- think it would be better with procedurally generated levels that are then 'adjusted' by the DM player. Still, very cool :).
NiallM says ...
This is a really nice idea, though I'd clearly need a 2nd person to play it properly with. The player movement was a bit slow for my taste, but I really liked the Gauntlet-style gameplay.
Endurion says ...
Quite interesting approach, in the compo form it's rather a toy than a game though.
A single player version (as you already created) would've been a bit better. I've chosen not to vote Fun since that's pretty dependent on the level creator.
dessgeega says ...
i really like the idea of this kind of two-player experience: one player creating levels while the other plays through them (and splitting the controls between the keyboard for playing and the mouse for designing is smart). the pace of creating a map doesn't seem to match the pace of playing one, though, and i'm not sure that making the player wait for the designer is the right solution.
i'm interested in a variation on this idea where the player starts the next map as soon as she reaches it, whether the designer is ready or not. in this way the player's speed would keep the designer's ability to assemble difficult maps in check.
sirGustav says ...
The level-editor was nice but the load button didn't work. Sometimes it loaded the level, but most of the time it didn't do anything. Most enemies could be finished of with a few slashes but the ghosts/skull was really hard, didn't seem like there was any "normal-difficulty" enemies.
afterthought says ...
This is really cool. I can't vouch for the quality of the levels I (quickly) built for myself, but the game was fun from both sides. Things were easy going until I filled the room with like 10x tasty demon, skull, and goos. That was intense.
ondrew says ...
This is very impressive achievement.
There should be some kind of limit on how many monsters the DM can create in one level, because two people at the computer get really competitive and the DM has a huge advantage.
Comtemno says ...
Multiplayer games are cool.