AI Savior
A sci-fi horror story in 12 minutes: talk to the ship's AI, keep its systems running, and slowly realize that something on board is wrong.
Solo Developer (Game Design, Narrative, Scripting)
Role
GameName Game Jam
Theme: Invincible
Jam
Godot (GDScript) - Aseprite
Tools
2 Weeks
Duration
PC - Windows Build
WEB Build
Platforms
Solo - 2 weeks
Shipped complete in an engine I learned from scratch
"Your game is really immersive!"
Jam player review
THE GOAL
Hiding the "invincible" in plain sight
The theme was Invincible, and I built the whole story around one question: who is the invincible one? The answer only arrives with the final twist.
I wanted to tell that story on my own while learning Godot from zero, so with two weeks the real challenge was scope: one story, told well, from the first line to the last reveal.
DESIGN DECISION · NARRATIVE
Why your questions matter (even if the story doesn't change)
I wanted the final twist to land for every player, so the story is linear.
But players choose which questions to ask the AI, so they decide the pace of discovery and feel like investigators rather than spectators.
Instead of exposition, the story unfolds through dialogue and scripted events across three in-game days, and the threat is only revealed at the end.


DESIGN DECISION · READABILITY
Why I forced players to hack terminals
I placed 3 pattern-memory hacking minigames and 2 quick-time events according to a pacing plan: each one arrives when the dialogue starts to slow down, giving players something to do with their hands while the tension builds.
A minimal interface keeps their attention on the atmosphere.
Players noticed: one review pointed out how much they enjoyed the minigames between the story parts.
ITERATION
It started as a walking sim, and that was the problem
My first version was a walking sim: explore the ship, read, listen.
When I played it, it felt passive, so I turned the quiet moments into gameplay with minigames.
Before
Walking sim, story told through exploration and planned cinematics
After
Dialogue, minigames, and scripted events, with the player always in control