The Fallen

The Fallen

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 3.09
fun: 2.73
innovation: 2.97
theme: 3.39
graphics: 3.15
audio: 1.97
humor: 1.90
mood: 2.78
A top-down shooter-game set on a planet somewhere. Your ship was destroyed, but your escape-pod survived. You're trying to recharge it, so you can leave the planet, but...you need a power source.

PSA: When downloading the game, PLEASE MAKE SURE YOU DOWNLOAD A VERSION WITH THE "Jam" SUFFIX. I've already started crunching on a post-LD version that I'd like to sell sometime, and the files are available publicly while I work out what needs to go into going commercial with it.

You've got to finish recharging your escape-pod, but there are alien/zombie/things after you and your ship. If they can get in, it's over.

You have to manage your power system (don't let the generators or batteries go down), your health (try not to die), and your ammo (you have a limited number of spare magazines, so don't just waste them after shooting one bullet). You can build things to help (such as toggleable medical machines or ammo factories), but it'll cost valuble power you could be using for your ship.

Follow the Win/Mac/Nix links to get to the Itch page in order to download the game.
IMPORTANT: MAKE SURE TO DOWNLOAD THE VERSION LABELED "JAM" FOR YOUR SYSTEM. I'm already working on a post-jam version that I may even eventually take to the markets proper, and the first real post-jam release for that is already available on GitHub and Itch, and it does not accurately represent the original experience; there's music, SFX, and loads of polish/new features that were NOT part of the original Ludum Dare entry.

Made in less than 24 hours for the compo. Whoooo boyyyyyyy

(Oh hey one other thing: If you're going to rate, please, please, PLEASE leave a comment too. I'm trying to gauge if I'm actually really onto something with this idea, and anon ratings, even anon for the sake of "not hurting feelings" or "not being That Guy" are probably worse than any comment you could possibly leave.)

If you need help with the controls: Spacebar to toggle weapon holster, R to reload/toggle buildmode, LMB to shoot/build things in buildmode, mousewheel to change selected building, and RMB to wire stuff up. R/LMB both do different things based on if your gun is out or not.

Oh, and the font ingame is Coda, licensed under the Open Font License. I use it for, like, everything at this point. It's a good font, Bront.

Finally, in the interest of openness: The post-LD bugfixes/changes I've made that're designed to make sure people can actually, like, play and stuff.

* Win Condition: I don't know entirely HOW I managed to screw this up, but about an hour after I'd put the game up and was playtesting, I found that the win condition...just didn't trigger. I still don't know WHY it wasn't triggering, but mucking around and removing some safety features from the Escape Batteries seems to have fixed it. ./shruggyface
* Wire Lock: I don't know how THIS broke, too, but...something seems to cause the wiring system to outright lock up sometimes when you mis-click, so...I made it reset all the wire variables if you toggled buildmode or weapons.
* Bullets Breaking: This was one of those things that kept getting pushed back until the "OH GOD IT'S THE LAST HOUR AHHH" rush at which point it was forgotten. I had to do some slightly hacky things to get bullets working, and one of them was a timer that stopped it from immediately colliding with stuff, like the player. This is why people kept seeing bullets just...not colliding for some reason, although some of the stories I've heard make me wonder if it was more than just my hacky timer that was broken.
* HTML5: There originally was no HTML5 version, and I made some slight tweaks/copied the project to compile it with Unity 5.6 (because I still use 5.0 for its functional Mac builds and such), so...this maybe is important?
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