Cave Couriers by Wevel 2023-05-04T22:14:54Z
LIVE AND DRINK
Foon → Ludum Dare Explorer → Users → sebbot
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Vibe Check | jam | 262 | 3.80 | 3.88 | 3.93 | 4.03 | 4.04 | 4.52 | 4.11 | |
| 2025 | 58 | Collector | 👥 | Auctioneer | jam | 3.00 | 1.50 | 4.00 | 5.00 | 4.00 | 3.00 | 3.00 | 4.00 | |
| 2025 | 57 | Depths | 👥 | Chthonic Cacophony | jam | 520 | 3.44 | 3.30 | 3.69 | 3.50 | 3.40 | 3.90 | 3.76 | |
| 2024 | 56 | Tiny Creatures | 👥 | Critters, Conjure, Cannonade! | jam | 66 | 4.15 | 4.06 | 4.23 | 4.59 | 3.64 | 3.87 | 3.65 | 3.87 |
| 2023 | 53 | Delivery | 👥 | Please, Clap. | jam | 1103 | 2.94 | 2.81 | 3.55 | 3.29 | 3.20 | 3.29 | 3.30 | 4.03 |
| 2021 | 48 | Deeper and deeper | 👥 | Damaged Control | unfinished |
LIVE AND DRINK
@whywhy it was designed after a nightmare a member of the team had once, so yeah, pretty dark!
@michael-darling yeah, the game's readability could definitely be improved. when the applause sign turns on and other people start clapping, you need to clap along and hard enough until the speaker stops looking at you. however, if you clap too hard too quickly, you bring attention to yourself and the crowd turns on you. it's really hard to strike a balance.
fantastic game, I can really tell it was made by a studio, lol. only thing I'd change is the shotgun -- the extremely wide spread makes it feel pretty bad to fire, imo. overall, presentation was incredible. well done.
10/10. fantastic. best game in the jam. why the hell are the lasers physics enabled
Got to 1147 points. very fun -- ran out of money for the next bullet upgrade and died to the rapid spawn rate on the edge of the town, so I guess I got outscaled. pretty art, good mechanics, matches the theme. a great extension on top of the vampire survivors/20 minutes until dawn formula. well done!
I had some trouble with the level design, couldn't figure out where to go. Performance was poor sometimes, although that's to be expected with UE5 when it's unoptimized. Vibe/environment design is good, well done.
i feel like playing outer wilds or something similar with space movement was a prerequisite to being able to master the controls, but aiming the packages was fun. I think the probe is bonking into my ship/attracted to it or something? it's difficult but fun. well done!
pretty, but a little long with not much variance in the gameplay. overall, well done, though!
fantastic game, like the comment above, fullscreen doesn't work on web build. great art-- well done!
I managed to beat it! well done overall -- i wonder, are some of the asteroids homing? it felt targeted, lol
well done! I liked the youkai influence when it came to the monsters. only issue I ran into was that I couldn't figure out which key/mouse button to press to select yes/no when talking to her. the art design was good, very creepy at night. great job working in 3d for the first time!
beautiful game. pretty difficult, took me like 8 tries. well done!
Gorgeous game. I don't think the controls are nearly as bad as people are making them out to be, although it was challenging to get used to them in the beginning. I ran into several technical problems -- going to main menu->back to the game doesn't reload the character's delivery state, so if you try to redeliver someone it doesn't work. Also, unfortunately it crashed instead of playing the ending sequence, so I didn't get to see the ending. Still, this was a great submission -- well done! If this were expanded and another pass was taken at the dialogue I'd definitely buy this on Steam.
Legitimately bewildering to me that you were able to make this in a Ludum Dare. Well done! Fantastic art, I loved the writing, and the game has rizz, no cap.
Thanks for the feedback, everyone! Just a note - we disabled voting on Graphics because the ground texture and the clouds are 3rd party assets, which disqualifies us from that category.
https://ludumdare.com/resources/archive/rules-2017/
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"My house burned down. But it's fine"
i hope to embody this amount of idgaf
Honestly, I just wish there was more of this to play! It looks great, and I'm so curious about the world. Punchy and tactile sound design. It was funny to punch more than one paper at a time. I think the numeric encoding scheme is sort of clever. Well done!
I love it
I AM BALLIN
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I AM FADED
Fantastic entry, well done! Very atmospheric, and I loved the narration. The game oozes style -- you are very talented. There are a few minor technical issues (you should tie the jump sound to some sort of jump event, rather than to the spacebar, for instance) but they didn't ruin the experience or anything. Seriously, great work!
I know a game is gonna be good when the itch.io page is an art piece. What a transcendental experience. I'm going to play your whole catalog, your games are gorgeous. Please, continue making them as long as they bring you joy, they're something really special. Well done!!
The guy has a lot of aura. It seemed like going down the hard path soft-locked me, since it seemed like the agent spawned too close to me when I checkpointed for me to reasonably escape. Maybe it's a skill issue. Great atmosphere!
Okay, so you've put a couple of aspersions on this game in the description on account of it being done in 12 hours, which I wanted to push back on a little, because I really loved this thing. I think it's super well-designed.
The difficulty with making a horror game in a Ludum Dare is that it's really hard to do well, because doing the asset work to make a horror game is a monumental task. To scope something for a 72 hour jam (or a 12 hour jam, in this case) you really have to pare down to the essentials, and the essentials of a horror game can still sometimes be a pretty high bar to pass, especially if you're a beginner. That's just kind of how the genre is.
Do you remember PT? PT was a looping horror game, just like this one. The map design in PT was really important, despite the fact it was basically just a hallway. The essential moment of PT comes from the repeated 90-degree turn off to the right when you start a new loop. Whatever other terrifying stuff they put in that game, PT is at its core just a game about turning that first corner, and the anticipation of what lies ahead.
You basically did PT in 12 hours. Yeah, Lonely Crossway doesn't exactly have the same aura, but that's not the point of these game jams. The essential design elements of this game are identical to one of the best horror games ever made. The anticipatory build up of leaving the traffic island, but only when you're allowed to, and then heading off into the dark -- a dark you know is dangerous, because you're sprinting across a 4-lane highway, but also because the player knows this is a horror game and something terrible is probably going to happen to them -- is executed on really well.
So the experience is this constant never-ending anticipation of what's just beyond the edge of the dark. That'd be spooky enough, but you also had time to go a little further! You play with the player's expectations by removing a traffic light, and you have to listen to the echoing from the other islands to figure out when you can cross the road. On a design level it's just like turning the corner in PT and seeing something different, something unexpected. You never know what's going to happen at the next island. And then you introduce your threat and its off to the races! Suddenly what was an unnerving but ultimately safe game of Simon Says turns into waiting painfully as you *know* The Thing is somewhere behind you.
But it isn't really a game about The Thing, it's a game about Turning The Corner, and I think you did that well, especially given that you did it in 12 hours, wow. Sure, eventually you realize that the game is essentially solvable by holding shift, but (for me) it really was suspenseful for longer than you might anticipate, seeing as, being the developer, you probably became inured to your own horror pretty quickly. And on a technical level, as far as I can tell, it's perfect, so it's both well-designed and well-executed. I followed you on Bluesky, I'm excited to see what you tackle in the future. You should be really proud of this. Good job!