You didn't fall out of the space station. The station flew away. Now catch up.

An explosion has sent you and a torrent of debris tumbling through the void. The station isn't waiting — it's accelerating away fast. Your only way back is up: bounce between the falling debris, dodge the hazards, and close the gap before you drift too far sideways or get left too far behind.


Story

You're adrift. The station is a shrinking silhouette above you, pulling away with every second. All around you, the wreckage of the explosion tumbles in the same direction — cargo containers, rocks, hull fragments. They're your only stepping stones.

Bounce your way up through six levels of escalating chaos, from slow drifting wreckage to a full emergency evacuation. At the top of each: a cable dangling from the station airlock. Grab it. Get home.


How to Play

Move — WASD or Arrow Keys
Touch an object — you bounce off it, gaining height
Jetpack (if unlocked) — Space / configurable

There's no jump button. Motion is horizontal only. The bounce is everything.

Lose by drifting: Stray too far from the corridor center → ejected into open space.
Lose by falling behind: Don't bounce fast enough → the station disappears above you.


Features

  • 6 hand-crafted levels — each with a different station escape speed, feel, and challenge
  • Hazard debris — bouncing off rocks and wreckage damages you; navigate carefully
  • Wall & doorway obstacles — walls block half the corridor; massive slabs have a single gap to thread through
  • Unlockable abilities — double jump, jetpack, projectile shooting, grappling gloves, sticky boots
  • Multiple characters — unlock characters from the Kenney Cube Pets pack, each with unique stat profiles upgradable via in-game currency
  • Economy & shop — earn coins per level, spend them on upgrades and cosmetics
  • Per-level scoreboard — tracks your attempts and best completion times, saved between sessions
  • Cinematic win sequence — reach the station and grab the cable

Built with

  • Godot 4 (Web / HTML5 export)
  • Kenney assets — Space Station Kit, Cube Pets, UI Pack Space Station, Sci-Fi Sounds (all CC0)
  • GDFormat for code style

A note on how this was made

This game was built almost entirely by Claude Code — Anthropic's AI coding assistant — as an entry for the Core Mechanics Challenge gamejam. The human developer's role was primarily design direction, prompt authorship, and minor scene assembly in the Godot editor to wire things together into a playable state. The GDScript, scene structure, game systems, UI, economy, ability architecture, and level data were all generated and iterated by the AI.

It's an experiment in how far AI-assisted development can go on a tight jam timeline — and an honest look at what "almost entirely AI-built" means in practice.

Published 5 days ago
StatusPrototype
PlatformsHTML5
AuthorDinoCrys
GenrePlatformer
Made withGodot
Tags3D, Godot
AI DisclosureAI Assisted, Code

Comments

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(1 edit)

Weirdly, level select does not work on this “production” version. Probably because of levels being resources and loaded from the folder. So after prod build it looses them. Did not fix that as noticed just now. Will ask Claude to fix it later (if it can) Same with shop :( But you can see how “good” it looked when it works (Claude Code made it :) )