My favorite pick out of the recent Ludum Dare was Broken Cave Robot. You have a limited amount to time to navigate a space closed off by black walls, darkness, and a thatch of illogical spaces that cause it to wrap around. You must, I imagine, get all the jewels, and it's really hard. There's no exit, instead you must master the information pattern of how there is no exit. You have to draw your own map and trace paths, remembering which route was the most efficient. I bet if you get all the jewels the illogical spaces turn into an actual exit, but I haven't been able to pull it off yet.
The aesthetics are light, slightly pixelated with a sharp contrast of white and gray against black to create a sense of rolling claustrophobia. The music creates a profound sense of calm as you robot around the place, it's like this slow guitar reminiscent of Act I of Diablo II, but blended more tonally like the soundtrack of Fig. 8. Then the harmonica blends in. I don't know why, but it makes me feel like I'm home.
This is a game about fixing a cave, the robot isn't broken. I'm ok, you're ok, your robot is ok. It's the cave that's the problem. Can I get a holla back from Socrates?
Check out the trailer for Thorson's next game.