[This is a crosspost from the Ludum Dare competition blog. You can download my entry here.]
This was probably the best Ludum Dare weekend I’ve had. My game was more than just a tech demo or an ‘unfinished’ idea. Of course, they never are truly complete after 48 hours time; there is always something else that can be tweaked or added. When all was said and done, however, my entry was a playable game.
Background
The theme was not one that I had put much thought into before it was announced so I really had zero ideas at Go time. One thing that kept popping into my head was the Kroz series of games by Apogee software back in the late 80’s/early 90’s. They’re all pretty much the same engine with a new collection of levels, but one was called Caverns of Kroz. The object of the game is to take your hero through twenty or thirty levels to find or capture some relic. Along the way you had to run, whip or out-maneuver swarms of monsters and solve puzzles. I had always thought those games were neat, and it would be interesting to try and ‘recreate’ some of that nostaliga. Caverns of Kroz didn’t have anything special that made it more caverny than the rest in the series, but I thought I could do better with actual graphics instead of ASCII art.