This game is a submission for Ludum Dare 39View submission

A downloadable game for Windows, macOS, and Linux

Rundown

A top-down shooter-game set 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.

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.

HUD

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.

CHARACTERS

The Dude

The Dude was the original character made for Ludum Dare.  He's, y'know, The Dude.  Generic action hero sorta guy.  He wields a generic pistol; it has a 20-round magazine capacity, deals 5 damage per hit, and he's got 5 extra magazines to spare.

He has 25 health, can carry 100 ore, and he also can build walls and turrets, enabling turtling in one location fairly easily.  He's the easiest character, but lacks some of the tactical depth that The Psycho and The Warrior bring to the party.

The Psycho 

The Psycho was added to fill out the role of a Roadhog-esque tank of doom.  He's all about pure damage output and chaos production.  He wields a generic shotgun; it has a 5-round internal magazine that must be reloaded manually (one-by-one), can deal up to 20 damage per shot if all the pellets hit, and he carries 50 extra shells.

He has 50 health, can carry 50 ore, and he can also build caltrops and landmines, enabling incredibly destructive traps that can give you some time to take a breather.  He's a bit trickier than The Dude, given that you can't hide behind walls and turrets, but his crowd control abilities more than make up the difference.

The Warrior

The Warrior was added to fill out the role of a super-badass scout.  She has the highest movement speed of any character in the game, and arguably one of the most powerful weapons.  She wields a revolver; it has piercing shots that can potentially take out multiple targets, a 5-round cylinder, dealing up to 20 damage to a single enemy, and she carries a whopping 20 filled speedloaders.

She has 20 health, can carry 150 ore, and can build walls and caltrops, for a different kind of basebuilding experience.  She's a bit more frail than the other characters, being more akin to someone like The Scout from TF2, but her access to turrets, traps, and piercing rounds make her a more fun, risky character for experienced players.

The Ratman

The Ratman was added as a consolation prize for players who're insane enough to beat Drool difficulty; he's a mutant rat-person-thing with a spray-n-pray weapon and weaker basebuilding tools.  He runs an SMG; it's high RoF, low DPH (damage per hit), has 50-round magazines, and he carries 8 spare mags.

He has 40 health, can carry 100 ore, and can build turrets and landmines, for a more chaotic "base"-building experience.

ETC

Some controls are missing from the help screen, and there are definitely some bugs.  If you find something that's broken, tweet all hell at me at @CliffracerX with what's broken.

NOTICE: WebGL versions will always be slightly out of date as I have a dangerously contrived build system for them, and it's an absolute pain (like 30-45 minutes of work) to get an updated webGL build online.  If you wanna play the game, it's strongly advised to download the client.

I'll likely be phasing out WebGL builds or locking them to only the easiest difficulty or something in future when the game goes commercial.

WebGL version available at https://itch.io/embed-upload/554396?color=707070

Ludum Dare era WebGL available at https://itch.io/embed-upload/563110?color=707070

And yes, if you're wondering, The Dude is roughly based off the appearence of the main Conductor fellow from The Final Station; the game's pixel art style was my primary source of inspiration for the visual aesthetic in The Fallen.

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.

Contacts

We have an official Discord server that you can join if you want immediate real-time contact capability, or want a more up-close and personal development log; I'll be barfing a lot of pictures on that server, and there'll be more sneak-peaks than on Twitter.

You CAN, of course, also tweet me, but my response times are going to be more delayed with that.  On the flip side, there'll also be more fun stuff from my personal life, like D&D quotes, other gamedev things, and, of course, political commentary.  If you find that I've already blocked you, chances are I had a good reason to.

Controls

Like most games these days, WASD and your mouse are the most obvious controls; you move left/right with A/D, up/down with W/S, and your mouse is used to point at things, place objects, shoot, and wire things.

You can press the spacebar to toggle if your weapon's out or not; some functionality isn't enabled unless it's holstered, so if you're having trouble, try putting it away.  While your weapon's out, you can use F to toggle its flashlight attachment on/off; it'll drain your local power supply, but it's useful for seeing and telling where you're aiming.  If your current magazine/internal magazine/cylinder/whatever isn't full, you can press R to reload while your weapon is out; beware, however, as some weapons use a magazine system and reloading when you have ammo left wastes valuable shots.

When your weapon's not out, the various basebuilding functions are enabled; your left mouse button can be used to toggle some buildings and refuel generators when not in Build Mode.  Your right mouse button can be used to link buildings outside of Build Mode, as well; link a power source (e.g, generator) to a power user (e.g, battery) to get things working.  You can press R to toggle buildmode on and off.  In buildmode, your mouse wheel lets you scroll through available buildings, and you can build wherever your mouse is with LMB if you've got the resources.

Finally, important info

The original Ludum Dare versions of the game will always be available for free, and the game's source-code will be available up-to-date, free for use under the GPL, over on GitHub.

However, I WILL eventually be selling it here on Itch for about $1; if you have Unity and some tech chops, you can build the game yourself, but if you want to support me, or just want to play with minimal effort, you can buy it on Itch.  An MP3 version of the soundtrack will also be available for $2 if you don't feel like trawling through the asset files for the music.

If you played the game for LD originally and want a key when I eventually go commercial, contact me in some form (e.g, Twitter DM) with verification that you were indeed one of my Feedback Friends, and I'll barf a game key in your general direction with all the things unlocked.

Install instructions

In theory, it should just work out of the box, being a Unity game.  The controls are complicated.  If you encounter a critical bug or the game otherwise doesn't work, TWEET ME IMMEDIATELY  @CliffracerX  BECAUSE SERIOUSLY.

IF YOU'RE HERE FOR LUDUM DARE 39...

Download the ruddy Ludum Dare version; the files are suffixed "Jam", so you can get the original.

Download

Download
the-fallen-win-64.zip (45 MB)
Download
the-fallen-mac.zip (56 MB)
Download
the-fallen-nix.zip (57 MB)
Download
the-fallen-win-64jam.zip (14 MB)
Download
the-fallen-macjam.zip (26 MB)
Download
the-fallen-nixjam.zip (26 MB)
Download
the-fallen-win-32jam.zip (13 MB)
Download
the-fallen-soundtrack.zip (8 MB)
Download
the-fallen-webgljam.zip (7 MB)
Download
the-fallen-webgl.zip (21 MB)
Download
the-fallen-win-32.zip (44 MB)

Development log