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Game development / Godot 4.6 / Wavedash Spring Jam 26

I Won't Be Abducted

A boy defends his bedroom from a nightly alien invasion in a tabletop game where the aliens are pieces and the hands are his.

My contributionDesign, programming, direction, and the hand-drawn standees.

Built withgame-dev / godot / gdscript / tabletop-defense / data-driven / narrative / usability / jam

I Won't Be Abducted project overview
I Won't Be AbductedGame

About the project

A boy refuses to leave his room and defends it from an alien invasion across four nights. You charge and kick pieces off the board through the door and windows, build tools at a workbench, and pick one upgrade at dawn. The ending pulls the camera back to show who has been moving the pieces.

The bet I made before writing any code was that the player’s kit never changes. Every number that makes a night harder lives in a Godot resource, so the curve is a set of dials rather than new mechanics. Tuning fear by numbers explains that system, and the jam postmortem covers what got cut in 63 hours.

The September update on Wavedash is where the game became readable. A placement flow that passed its tests but ate clicks in the real interface. A boss that was first too easy and then impossible to understand, until its instructions moved onto the board above his head. An economy that gave tools away. The follow-up postmortem goes through each one.