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Cart #cave_spider_offensive-0 | 2025-04-07 | Code ▽ | Embed ▽ | No License
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[32x8]

Ludum Dare 57 entry! https://ldjam.com/events/ludum-dare/57/spider-cave-offensive

Dig! Fight! Escape the spider! Defeat the spider!

You are being attacked by a giant spider after opening a cursed treasure chest. Defeat it while dealing with dangers of the cavern!

HOW 2 PLAY:

  • Move with arrow keys, walk into walls to dig them
  • Use the cave’s magic to your advantage
    • Press Z (circle on mobile) to fire emerald projectiles
    • Press X (x on mobile, duh!) to fire a powerful beam after collecting 3 power crystals
    • Blue crystals upgrade your pickaxe. Get 6 of them to dig twice as fast!
    • Be sure to aim for the spider’s body!

[8x16]

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This plays so well! Feels like an instant classic, really really nice idea and execution. The frantic digging, the looming danger, just all in all a great package. Good luck in the jam!


Excellent how this is full of frantic decision-making about which short-term goals are in reach.

Just two questions about the gems:

  1. Could the emeralds be more cucumber-coloured?
  2. What do the blue ones do? Are they a way of keeping score?

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Blue ones give you a stronger digging implement! Strong enough to crush the largest cucumber :P


Any% speedrunners, there's a win game in the pause menu :p
Still have to win hard mode properly.
There's no turning back ;)
Nice game, took some time to understand that spider bullets move in screen coordinates, not in map coordinates. Was first trying to outrun them, and was in fact just sitting duck.


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Good job! Hard more unlocked but still have to get better. Well you know one thing that could be improved and it's kinda frustrating? The initial delay before repeated hits which basically forces you to mash button.
@MetoolDaddy do you know you can control that BTNP()'s initial delay?
You can poke 0x5f5c fto set an initial delay and also 0x5f5d for repeat delays (in this case you could set both to the same value).


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@MetoolDaddy, finaly found the hidden cucumber.
@Heracleum
I tried poke(0x5f5c,4) and it does make the game nicer to play, but it also makes it too easy to avoid spider's fireballs when stuck in blocks. I found the 1st delay when mining to be actually an interesting part of the challenge, but agree that the pause feels wrong for non digging moves. A good re-balancing might be to add some initial animation before mining the first block of a line (something like taking out the pick axe for example) but allow for smooth walk on empty tiles.

Also tried to see if anything would happen if fully upgraded and stocked... but the shot counter can go over 99 without problem and just overflows a bit on the gaming area. No pacifist run for me :).
During the 1st half of the bullet grind, progress was slow because I was playing cautiously and used half of the gained shots killing every bat on my way. After that, I discovered by accident that you can move diagonally if the two directions are pressed on the same frame. This made things much easier : previously dangerous dead ends made of holes could now be bypassed by diagonal forward moves, and pursuing bats could be rendered powerless without shooting by leaving their orthogonally connected area of action with a diagonal move or diagonal dig and diagonal move.


Quick note: As this is a Ludum Dare jam entry, I won't be pushing any updates until ratings are over. By the way, all the graphics and code were made during the jam :)



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