ESCAPE_OS by Sylvic

[raw]
made by Sylvic for Ludum Dare 59 (COMPO)

💻 ESCAPE_OS

ld594.png

A Chaotic Management(?) Game

Note: If you prefer playing on full screen, play it on Itch!

You are the Panic Protocol Artificial Intelligence - PPAI v7.4.9, the newest state-of-the-art AI installed on corporate civilian spaceships that travel through territory of carnivorous alien beings. Your role is to ensure the preservation of company assets, also called employees.

Primary instruction: Herd survivors into escape pods, prioritizing high value targets to protect the company's interests. Remember: Not all employees are equal. Protect the Shareholder Value (SHV) at all costs.

ld59.png


📋 INSTRUCTIONS

Your goal is to safely evacuate high-value targets (like the Captain and the CEO's Nephew) while managing the alien threat. You interact with the ship's systems to manipulate the environment and guide the panicking humans.

🕹️ CONTROLS

  • Space: Pause/Unpause
  • [E] Key: Toggle Signal Mode (Comms).
  • [Q] Key (in Signal Mode): Cycle through available Signal types.
  • Left Click: Apply current Signal Mode to selected area. Toggle doors, activate airlocks.
  • Right Click: Cancel Signal Mode.
  • Mouse Wheel: Zoom Camera in/out.
  • WASD / Arrow Keys: Pan Camera.

⚙️ SHIP SYSTEMS

  • 🚪 Doors: The primary way to route AI. Humans and Aliens rely on pathfinding. If you close a door, they recalculate. Use this to lock aliens away or force humans down a specific corridor. Warning: Aliens can eventually break through locked doors.
  • 💨 Airlocks: Activating an airlock triggers a depressurization sequence. It kills everything in the room (Aliens and Humans alike).

📡 THE COMMS SYSTEM (SIGNALS)

You cannot directly control humans, but you can influence them using the ship's PA system. Press [E] to enter Signal Mode, cycle with [Q], and left-click a room to broadcast.

  • 🏃 MOVE (Cyan): Points the direction where the NPCs will move. They will head toward the signaled room.
  • RUN (Yellow): Injects a burst of adrenaline! Increases human movement speed by 50% for 2 seconds. Note: This does not alter their current pathfinding direction.
  • 🛑 WAIT (Grey): Commands humans to hold their ground and stop moving. Useful to prevent them from running blindly into an alien-infested sector.
  • 🥩 LURE (Purple): Emits a frequency that attracts Aliens. Use this to pull the threat away from your high-value VIPs and into a room you are about to depressurize.

ld592.png

📈 SHAREHOLDER VALUE (SHV)

The corporation will grade your performance based on who survives. * High Value: The Captain, Lead Engineer, and Nepotism Hires. Save them to boost your score. * Low Value: Interns, Janitors, and the guy who stole the CPU cooling fan. Expendable assets. * Negative Value: Influencers are prone to publish content that reduces stock value. Thieves have wrongly appropiated company assets. Social media manager are social media managers. Getting rid of them actually increases score.


💬 COMMENTS

I actually forgot we had LD this weekend so I had to rush to prepare, but everything worked out in the end! I was quite lucky to get the main systems up by the first day and that gave me time to work on the rest of the game.

There's definitely a lot of balancing issues that I didn't had time to fix because I obviously overscoped, as we all do, but this time and for this type of game, it plays into the general gameplay as it is already chaotic, so if you ever feel that the game is unfair or convoluted, don't worry, it's not a bug, it's a feature

Ratings

Overall 99th 3.625⭐ 30🧑‍⚖️
Fun 120th 3.446⭐ 30🧑‍⚖️
Innovation 57th 3.804⭐ 30🧑‍⚖️
Theme 128th 3.804⭐ 30🧑‍⚖️
Graphics 172th 3.357⭐ 30🧑‍⚖️
Audio 142th 3.286⭐ 30🧑‍⚖️
Humor 48th 3.464⭐ 30🧑‍⚖️
Mood 147th 3.464⭐ 30🧑‍⚖️
Given 31🗳️ 34🗨️

Feedback

Mr. Flower
Apr 20th · 03:07 UTC
Wow, first off, nice seeing a fellow godot user, lol. Also very cool idea, extremely difficult, even on easy, my biggest issue was forgetting to activate comms before clicking a room, felt unnecessary and made me lose a lot of people. Also because of the pixel effect over the screen, it was really hard to read some of the text that was on the ground level. But, that aside, I love the idea, especially for the player being a computer trying to protect the important people of a company, feels perfectly corporate greedy. Anyways, glad I got to play it, for as difficult as it was. Keep up the good work :D
MountainGoose
Apr 20th · 04:09 UTC
Cool idea for sure! Definitely hard took me a bit to figure out, but appreciate the explanations!
Matt Giuca
Apr 20th · 04:13 UTC
Very hard! I think before looking at balance, look at the controls because it's pretty tricky to a) be cycling through four commands (constantly having to look at which one is selected) and b) press E every time I want to issue a command. Ideally there would just be four keys, maybe 1, 2, 3, 4 which instantly issue an order to the mouse cursor when pressed.

I like the airlock feature but I couldn't ever get aliens to be sucked out.

It's way too hard to identify individual crew for SHV - they probably should be more distinctive.

Lastly please add a fullscreen button - it was very hard to play this in a small box in a web browser.
sinemual
Apr 20th · 04:20 UTC
At first, I thought I wouldn't be able to figure it out because there was so much information, but it turned out not to be that hard to understand. What a cool game idea! Although I felt the signal mechanics weren't implemented very intuitively. If you were to expand the systems and add a storyline, I could totally see this as a game on Steam. Great work!
nathmate
Apr 20th · 04:25 UTC
![2026-04-20-141946_957x547_scrot.png](///raw/102/b5/z/7078b.png)
Agreed with Mr Flower on the difficulty, mostly I think the game just proceeded too fast to be able to take in the game state and react in time.
Managing to space the aliens was really satisfying. The setting was cool, reminds me of Space Station 13 and Duskers.
Well done getting a relatively complex simulation done for a compo.
🎤 Sylvic
Apr 20th · 12:19 UTC
Thanks everyone for the feedback!

I'm aware of the issue with the intuitiveness of controls for the signals but given the scope of the game I just couldn't handle improving that. I had considered perhaps tying the signal change to the mouse wheel but on paper it looked even less intuitive.

Funnily, I got stuck on Sunday afternoon fixing the NPCs AI that kept panicking and hiding even if there was a perfectly empty escape pod besides them and that took me half a day to fix their state machine. About 4 hours that would have given me time to do more balance but oh well.

As for the difficulty, yeah it's absurdly difficult and it's almost impossible to ensure that the high value targets are saved, it would have taken another full day at least to fix that but in the end, it's kinda realistic for this kind of situation that you won't be able to separate the CEO's nephew from the Janitor 😂 so I thought it would be fine to leave it like that for the Compo.

@matt-giuca I'm not sure how to do full screen here on LD but you can do it on Itch, I added a link on the top. The idea of tying the signals to the buttons and have them execute on mouse location is a good one!

@sinemual Thanks! I actually started making the game with a storyline in mind and not the arcade it is right now, but that was obviously WAY out of scope lol. I'm not really planning on continue working on this as I already have my own personal project but depending on people's response I might think about it.
Matt Giuca
Apr 20th · 13:08 UTC
@sylvic FYI to do full screen on LD you have to trigger it from a button inside the game. In Godot it is [DisplayServer.window_set_mode](https://docs.godotengine.org/en/stable/classes/class_displayserver.html#class-displayserver-method-window-set-mode)(WINDOW_MODE_FULLSCREEN). On web builds this won't work on startup, it has to be in response to a button press.
🎤 Sylvic
Apr 20th · 13:19 UTC
@matt-giuca Thank you! I'll see if I add the button to the main menu
Zwi Zausch
Apr 21st · 13:41 UTC
Wow impressive what a complex game you've created in the short time! Gives me some lemmings vibes haha
nkvz
Apr 21st · 15:06 UTC
so nice for compo!
Chomby
Apr 21st · 15:31 UTC
Once I accepted casualties are inevitable, I started enjoying the game & the chaotic atmosphere. Opening and closing doors is a fun puzzle, I like you can eliminate enemies with the open airlock. I think the humor's good too.
JCoMcL
Apr 21st · 15:36 UTC
Impressive what you managed to get done. Kinda of a clusterfuck, but perhaps that's the point. I could see this being the sort of game you could master with enough time.
🎤 Sylvic
Apr 21st · 16:38 UTC
Thanks @zwi-zausch @nkvz !

@chomby Glad to hear that! Thank you

@jcomcl Thank you! Yes, that's indeed the intention, to have a massively chaotic gameplay. I tested with different amounts of crew and lower number made the game too easy, like you could save almost all of the crew but it was not as enjoyable, just another puzzle game.
Echo Team
Apr 21st · 17:46 UTC
dammit humans, stop getting eaten
Soul Grinder
Apr 21st · 20:00 UTC
Quite a lot done for a 48hr project, excellent work! Interesting idea too, it would of been cool to be able to squash the monsters in the doors but it would of probably made it too easy :smile:
BalimaarTheBassFish
Apr 22nd · 01:48 UTC
This was a 48 hour solo entry? Damn! Whatever they pay you at the Indie Game Academy, they should raise it.
Helagos
Apr 22nd · 12:52 UTC
It's difficult and i did not manage to go far but what i saw is really nice and well done. It could be really nice just with a "run" mechanic but you managed to add multiple signal "types" so the mechanics are complex but not hard to understand.
A solid game for compo indeed, well done !
LDJam user 407524
Apr 22nd · 13:07 UTC
Agree with people above me, a bit too difficult, which is understandable considering the conditions of the jam. Overall really impressive game, my only real critique would be the graphics, everything looks kinda blurry and hard to read. Other than that, 10/10
LandoSystems
Apr 22nd · 13:36 UTC
Had a tough time as others have said, wish I could have switched modes while paused though it probably wouldn't have helped much. It's a good fit for the theme and a solid game idea, I'd definitely play a post jam version with refined controls and graphics. Great work!
gdman
Apr 22nd · 21:36 UTC
It's pretty tough, but interesting and advanced game, I liked music and art, and definitely worth learning how to beat it. Good luck!
Frib
Apr 23rd · 15:08 UTC
A chaotic mess :D My best score on hard mode is 349.0, with a strategy of just luring the aliens together 24/7 while occasionally shepherding humans (regardless of value) towards an exit, and hope they don't wander into my murder room.

I think the game would be a bit more manageable if you could use one key for each command and immediately execute it, so you don't have to cycle through the list and then use it. Also, it feels like the lure command also lures humans, while the description says it only lures aliens.

Good stuff! Fun to play :D
UkuleleFury
Apr 24th · 00:15 UTC
I struggled a bit with the controls, but I love the concept! This is a fun one. The music can get a _tad_ repetitive with those high notes, but in general it's a good vibe. :) Nice pixels!
Matt Swieboda
Apr 24th · 04:58 UTC
very cool, i like the idea a lot. it was slightly hard to cycle through the signal types, but i did get the hang of it

i kept on pressing R accidentally instead of E, probably want that in a menu or a confirmation to restart.

but really cool game
Accelerate0814
Apr 24th · 11:25 UTC
Up until now this is my favorite game of this jam, incredible work in this short time frame.
magus77
Apr 24th · 11:27 UTC
the difficulty level needs some playtesting and balancing but gawd i like this effort! very cool game mechanic and retro art style.
zhangzhimu
Apr 24th · 11:36 UTC
First of all, what's very considerate is that there is a difficulty level prompt right from the start of the game, and there are also set groups of people and monsters in the scene, which seems very well thought out. The sound of the music malfunction is slightly less pleasant in terms of auditory experience, and the gameplay needs to be explored a bit. Overall, it's a very good game.
Cat In Hat games
Apr 25th · 18:33 UTC
I honestly couldn’t figure out how to save the humans or get them into the escape pods, so I ended up helping (I think I did, at least) the spiders wipe them all out. And even then I didn’t quite succeed—one human was left stuck in a room whose doors I’d accidentally closed, and I couldn’t reopen them afterward.😅😅😅

Overall, it’s fun and enjoyable. But during longer play sessions, the sound really starts to get on your nerves. Next time, try looping the sounds or a track for yourselves to check how they feel after a few minutes.