The Fallen by CliffracerX
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?
Ratings
| Overall | 461th | 3.091⭐ | 35🧑⚖️ |
| Fun | 535th | 2.727⭐ | 35🧑⚖️ |
| Innovation | 385th | 2.97⭐ | 35🧑⚖️ |
| Theme | 393th | 3.394⭐ | 35🧑⚖️ |
| Graphics | 357th | 3.152⭐ | 35🧑⚖️ |
| Audio | 493th | 1.968⭐ | 33🧑⚖️ |
| Humor | 440th | 1.897⭐ | 31🧑⚖️ |
| Mood | 408th | 2.781⭐ | 34🧑⚖️ |
| Given | 30🗳️ | 49🗨️ |
Graphics are really cool, I like the style!
- It could use some music, and maybe some enemy-audio so you can hear them coming.
- In the beginning it is really overwhelming, it is hard to figure out what to do. I would've liked to see a buildup in complexity.
Overall very well done!!!
And I know everyone and their mom already said it, but that's really a lot for a single day! Amazing!
Oh well... From what I got, game looks nice, combat is a little clunky and thats where I ended, as I couldn't understand how to do other stuff :(
I think this has a lot of potential if you decide to polish it one day.
To everyone else: Thanks for your support! I wasn't expecting this many positive comments about the graphics or the building system; I figured there'd be more nitpickiness or difficulty in learning the mechanics. :P
Music: Definitely needs some, even if it's some crap just to start with.
Better tutorial: Even though you explain pretty well what the player needs to do there needs to be more feedback yo know you're doing things properly.
Collision Boxes: For some reason I wasn't hitting the zombies with all the bullets.
Overall a great accomplishment. Congrats!
- better tutorialization
- music
- an indicator for where your base is so you don't lose it
There's a proper list of controls on the Help screen now, which I'm hoping will help make sure people can actually play the game.
Most problems have been pointed out already, but I will of course note two things, those being that I don't know what the Sterilizer charge was for, and that if you right-click the same building twice, and *then* click another building, the game will crash.
I was completely confused when I started first time, because I first clicked "Play" and missed the "Help" screen.
Then when I finally knew how to do things, I still didn't know what to do next. I tried building every building and connecting them to the pod, in the hope this would transfer the energy. Took me a long time to realize that you need a Generator for everything. That should be more apparent to "Build Generators First". Switching between three modes, was a horror and really cumbersome to get right, I was always reloading instead of bringing up the build menu. In my opinion it's cool that one has to be careful not to shoot/destroy own buildings. However I think interacting with buildings should be a dedicated button that is always available, like e.g. right-click. And connecting buildings should just be click and drag, I don't understand why I have to click 3 times just to connect two buildings. Also it wasn't clear how much, if any or which direction energy was flowing. I was having fun, until the last battery of the escape pod seemed to just not want to fill up, no matter what I tried. Also selecting a building should be easier, like selecting it with the mouse from a menu, or just display all available buildings while scrolling through it. Finding and building the correct building should be no issue within the heat of battle. The map felt a bit too empty, it wasn't really exciting exploring it. Would be cool if there was a reason to build stuff somewhere else than right at the escape pod.
It has a lot of content for 24h, but it's very rough around the edges. IMHO Audiovisual feedback and polishing came a tad too short :)
Other than those, it seems interesting! I'd be interested to see what you make of it if you continue :) Good job!