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A jam submission

Acheron StationView game page

The station is tearing itself apart. You have minutes to escape.
Submitted by quantumcodemonk — 12 days, 7 hours before the deadline
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Acheron Station's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#322.2362.500
AI Usage#332.6833.000
Fun#341.7892.000
Audio#361.3421.500
Graphics#391.7892.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

AI Tools Used
Claude ai for game code and Deep AI for cover image

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Comments

Developer

After all the feedback I found my mojo again and have now made a ton of improvements. 

I've added Normal and Hard difficulty modes with separate progression tracking, implemented an achievement system featuring 25 unlockable achievements, and created a tutorial level to help new players learn the mechanics. The UI has been significantly improved with better text sizes and enhanced readability throughout. Various bug fixes have been addressed, and overall playability has been refined to create a smoother, more polished experience.

Submitted

🎮 Fun & Gameplay:

The gameplay is very basic and the difficulty curve is severely unbalanced. Levels 1–4 offer almost no challenge — aliens are passive and trivial to avoid — then level 5 lurches into near-impossible territory with no warning. Items are never explained in the game itself; the instructions cover them, but contextual in-game tooltips or popups would go a long way. Combined with frequent crashes on level 5, the overall experience feels more like a chore than an enjoyable game. It's also quite short with little reason to replay.

🎨 Graphics & Audio:

The retro terminal green-screen aesthetic has some charm, but the execution undermines it. The scanline effect is visibly broken and actively detracts from the look. Text is tiny and hard to read, and the low contrast between text and background compounds the problem. The font feels generic. There is no music or sound effects of any kind, which leaves the game feeling empty.

🤖 AI Implementation:

The game shows signs of having been assembled quickly without a final polish pass. The AI is rudimentary — aliens stand largely inert until the player walks into them — and there is little evidence of deliberate behavioral design.

💡 Final Thoughts:

Acheron Station has a rough-around-the-edges quality that makes it hard to recommend in its current state. The difficulty curve is broken, the UI fails to communicate its own mechanics, and several technical issues — the broken scanline effect and level 5 crashes in particular — suggest the game needed more time before submission. The retro terminal aesthetic has potential, but it needs contrast fixes, readable text, and at least some ambient sound to land properly. With a focused round of polish and bug fixes this could be a decent short experience, but right now it's more frustrating than fun.

Developer(+1)

Thank you for playing and thank you for your feedback. That was a lot, but I agree with most of it. Sometimes I run out of time, or as in this case, my inspiration runs dry. When that happens, I usually submit what I have and make an improved version after the jam ends. In the upcoming version, there's a tutorial mission as well as many other improvements that came in as suggestions.

HostSubmitted

Interesting game, i love the roguelike mechanics and feel of sneaking around.  Good presentation and vibe. Still not sure how to play exactly, and once i found it was possible to break through walls, that became too easy and i beat all the levels. I think there is a lot of potential if you can tweak the mechanics and balance. 

Developer

Thank you for playing and thank you for your feedback. The walls are actually locked doors but it made the game too easy so they had to go. As well as many other things I changed.

I really like the core idea here. The concept of directing Ripley indirectly while managing sound and power is strong and has a lot of potential for a tense stealth experience.

Right now the main issue is clarity and flow.

Visually, it’s hard to quickly distinguish between the player and threats, especially with the fog of war and low contrast. That makes it difficult to read situations at a glance, which is critical in a stealth game.

From a gameplay perspective, the control system feels less intentional than it should. Since the player is issuing commands instead of directly moving, the feedback needs to feel very clear and responsive. At the moment it can feel more clunky than strategic.

The biggest friction point is onboarding. There is a lot of information presented upfront, which makes it overwhelming, especially for players who prefer to learn by doing. Introducing mechanics gradually through play would likely improve engagement.

I think with more time spent on visual clarity, stronger feedback for sound interactions, and a more guided early experience, this could become a really compelling stealth survival game.

Developer(+1)

Thank you for playing and thank you for your feedback. The onboarding is, as you say, a problem. Hopefully the added tutorial mission will solve that.