How to play:

  • Mouse Left Click and Drag to Select Units
  • Mouse Right Click to Move Selected Units
  • Space to Interact with Terminals
  • WASD to move the Camera
  • F to focus on selected Unit(s)
  • Get to the Teleporter, it's the only way out!

Story:

Deep in the gutted corridors of the battlecruiser “Acheron’s Fall,” Sergeant Harlan Price led his two remaining marines—Corporal Maeve Cole and Private Idris Holt—through flickering overhead lamps and pools of alien ichor. Every locked hatch slammed shut behind them, sealing their one‐way path toward the emergency teleporter deep in the engineering deck. With half the squad already lost to the xeno swarm, Price’s voice was gravel over the comms as he barked orders: flash-bang the vent, cover our six, push through that choke point. Cole’s auto-gun barked in staccato bursts, Holt’s rifle carved a corridor through living metal claws, and all the while the ship shuddered under its own failing reactors. There was no retreat—only the faint green glow of the teleport pad and the desperate hope that it would still bear them away from this floating tomb.

Art by: Krishna Palacio


GameJam 1/3 Notes:

  • Bug testing tripped me up in hour 2 and I wasn't able to get to debugging the enemy Spawners
  • 2min left - You Win screen Added, no time for Game Over Logic to get added.
  • Animations are in the sprite sheets, but no time to added them in.
  • Yes its buggy!
  • Camera needs to follow the units!
  • Sad that I didn't get more sound in, especially music!
  • Looking forward to part 2 of this Jam

GameJam 2/3 Notes:

  • Camera fixed, now it follows the selected units by default.
  • Units stopped teleporting outside the ship into the vacuum of space!
  • Removed Crates to help with pathfinding around the new ship layout.
  • Changed to a selection Box to more easily tell who is selected.
  • Enemy spawners now only happen when triggered (If only we knew how to shut them off!)
  • Added actual Game Over screens for Lose/Win.
  • The aliens have started infesting the ship, leading to a reality bend...
  • Helmet comms have picked up a rocking radio signal to help push the squad through the infestation!

GameJam 3/3 Notes:

  • Made it so you can single select without drag again
  • Units are now capable of locomotion via their legs instead of hovering.
  • A tech priest and the ships AI are available to guide you through the ship and help you learn how to play.
  • Teleporter now actually teleports you just outside the ship's bridge.
  • Cursors now reflect the selection state (The Windows cursor is acting as redundancy, lol)
  • There are 4 possible endings. Can you find them all?

Post GameJam  Notes:

  • Reprimanded Sergeant Price for moonwalking when he should be running and gunning.
  • Camera no longer runs away in fear if a solider is killed in action and also stays within the confines of the ship.
  • Widened the eye lenses so soldiers can navigate the corridors more efficiently.
  • The warp has now made itself visible when it consumes the ship.
  • Wouldn't be a suicide mission if we didn't also make the aliens smarter in their pathfinding and where they decide to crawl out of the ships vents.
StatusPrototype
PlatformsHTML5
Release date Aug 03, 2025
AuthorJames Nye
GenreAction
Made withGodot
TagsAliens, Godot, Real time strategy, Space
Average sessionA few minutes
LanguagesEnglish
InputsMouse

Comments

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(+1)

Cool game.  Path finding sometimes traps space marines on corners.

(1 edit)

Yeah, using basic nav2d in Godot, game Jam time frame didn't really allow me the time needed to dial it in. 

(+1)

Cool game! But I've managed to go out of bounds when I was trying to go through the door that was opening)

Yeah, its a bug I'm plainning on squashing for part 2 of the jam. :-)