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    Ludum Dare 20

    April 29th-May 2nd, 2011
    Theme: It’s Dangerous to go Alone! Take this!

    More Info: Ludum Dare 20 Has Begun! (Keynote), Theme Voting Results.

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    Bunker 69 - Septi - Competition Entry

    A group of humans enters an abandoned military bunker. In the bunker, there's a tunnel, that would lead them outside, to safety and fresh air. But in strange accident bunker entrance is barricaded. And with these strange shadows lurking in the darkness, will they really ever see the sun again? Remember, it's dangerous to go alone!

    WARNING! Game is far from being truly finished. There are no ingame instructions, so read carefully the below:

    Use WASD to move the camera. Click on any unlit tile for a monster to show up. Humans will run away from the monster. Your goal is to get them to separate. Once one of them is far enough away from the others, your hungry friends eat him. Try to eat as many humans as you can and don't let them get to the exit.

    View Septi's journal. | View all entries by Septi

    Ratings

    #70Innovation3.36
    #89Community3.00
    #108Theme2.92
    #143Overall2.93
    #156Fun2.71
    #206Humor2.00
    #223Audio1.57
    #243Coolness0%
    #254Graphics2.07

    Comments

    Kvisle says ...
    May 2, 2011 @ 10:34pm

    Interesting concept, hard to master. I'm a bit curious how a complete game would work. Would you be able to beat it?

    JoJo_2nd says ...
    May 3, 2011 @ 1:25pm

    I like the base mechanic here and I often had to split my focus between two groups of humans which I think worked well. It doesn't feel finished atm but I'd like to see a finished version :)

    TellusE says ...
    May 4, 2011 @ 11:13am

    Phenomenal concept. Reminded me of all the good things about the old Ghost Master game. I disagree with your "completion" statement. Slightly tighter graphics and a bit of gameplay tweaking is all you'd need for a very solid base. I guess my only real issue was that you needed to isolate single people, not just very small groups. Very, very difficult to achieve, I thought :P

    Expanding with various monster types (perhaps a sort of resource to limit usage) would be the obvious choice to give options for varying scenarios.

    manofdoom says ...
    May 5, 2011 @ 6:18pm

    Great concept, only real issue was that it was very difficult to actually isolate individuals, due to the large number of targets. On a smaller scale or as mentioned with different monsters to kill groups it would be really fun.

    May 6, 2011 @ 3:32am

    I'm afraid of the dark.

    Interesting concept here, I like the swarm handling.

    Good work!

    elbowroom says ...
    May 10, 2011 @ 1:06pm

    It reminded of the classic game of Qix!
    The one where your objective is to claim a supermajority of the playfield by drawing rectangles.

    The game you made was very responsive and easy to control.

    I really like this. I am not sure how you programmed the movement of the people.. They seemed to have a good idea of where they are heading and avoided concentrating in one single point..(on top of one another) very well made. :)
    However I would have been happier if there was an ending.. I think killing all the people only got me an empty base covered in human ketchup and darkness.

    This game could probably be very popular if you get to haunt different places.. and with different objectives(like seperate the green group from the blue).

    Good job.

    Septi says ...
    May 11, 2011 @ 2:50pm

    Heeey! Thanks a lot for all your comments :)

    Honestly, I didn't expect the game to attract any attention whatsoever. For me it was a huge breakthrough just to finish it like this in 48 hours. I was also afraid it will be too easy, I'm glad it turned out not to be.

    By the way, did anyone experience the slowdown when the group is nearing the left edge of the level? I spent hours trying to fix it, but miserably failed (although in retrospect I suspect why could it be happening - due to accessing tiles with negative coordinates).

    I'm glad someone would like to see it finished. I'm currently busy with my another game, Street Cleaner, but if there is even a little demand, maybe I can provide some supply ;) Here are some of the things I was going to put into the game to wrap it up, but didn't due to the lack of time:

    1. In-game instructions and intro. Also, some storyline, for that matter. I was going to make it with a twist, like that the like survivor turns out to be causing all the horror ))

    2. Dialogues between characters (in speech bubbles). Just some random sayings, like "I think we're safe now.." or "Oh my god! Adam! NOOOOOOO!!!!" Also some comments from the monsters, like "Take this!" when someone dies.

    3. Sounds. I went as far as to spend 1.5 hours to recover the microphone from my friend to record dying screams and roars. But alas, no time to actually use it.

    4. Random level generation. Just like some roguelike dungeon with wider corridors or something...

    Also, special thanks to TellusE and elbowroom for more excellent ideas on improving the game :)

    elbowroom says ...
    May 16, 2011 @ 9:31pm

    I think your ideas are pretty cool.
    This game is unique and definitely deserves attention.
    I have been thinking, the game could revolve around a cursed tomb or some haunted place, or an artifact.
    And tell its story:

    1. In 1600AD a group of knights enter.. and are never seen
    2. A group of students and teachers accidentally enter during some kind of field trip.
    3. A squad of marines in the future.

    It should start with a small group..
    But as you progress you can have more groups.
    Perhaps needing to manage two seperate victim groups that are heading in seperate directions.

    The gameplay itself is a good base.
    GL with both proj
    The main issues are:

    1. The first group is too big.
    2. The is no sense of completion, like a screen that gives you score based on the time it took you to win.
    Perhaps allowing you to lose a small amount of people.

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