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Get Ahead (Decapitalism)

Decapitalism, a procedurally generated twin-stick shooter made for the GameDev.tv Game Jam 2026: evicted from your leased body, you roll around as a severed head, pop it off and pick up new bodies. Built with Phaser; playable on itch.io.

BPM
164
GRADE
S
LEVEL
6
RELEASES
0
YEARS
2026–2026
Get Ahead (Decapitalism): Neon City, 2099
Neon City, 2099
Get Ahead (Decapitalism): Rebooted in the recycling chute
Rebooted in the recycling chute
Get Ahead (Decapitalism): Nom-Corp Sorting Bay
Nom-Corp Sorting Bay
Get Ahead (Decapitalism): Decapitalism
Decapitalism

A Week In SNES Colors

May 2026, under the Schlop banner: getahead, a game that looks like a SNES cartridge, built on Phaser 4, TypeScript and Vite.

Vitest for tests, and Jimp for asset tooling, so sprite sheets and palettes got processed by scripts instead of by hand. I like the SNES look as a constraint: a fixed palette and a small resolution make a lot of decisions for you.

I worked on it seven days straight and it kept getting better, which was a nice change from all the two-day sketches in 2025. It came five weeks after schlop.ai, and it's the kind of thing I started the studio for.

Get Ahead, released as Decapitalism, is a head-bending twin-stick shooter made for the GameDev.tv Game Jam 2026, and it is playable in the browser on itch.io. It is fully procedurally generated and retro inspired, built with Phaser.

The reactor core breached at 0400 hours, the grid went dark, and when the servers crashed the banking network went down with them. Your bi-weekly body-lease payment failed to process. Corp-O doesn't charge late fees — it sends the Repo-Men, who pop the neck-locks and evict you from your own chassis. You wake up as a head in a recycling chute.

The whole game is built around that. You can pop your own head off, roll and jump around as a head with no body, and pick up other heads and bodies — so losing your body is a setback rather than the end, and the right body is a loadout. Movement is WASD, you aim with the cursor and fire with left click, right click picks up heads, and Space pops your head off or jumps when you are only a head. The levels, decor and enemies are generated each run, the story plays out in a neon-city opening and a terse handler on the radio, and the art builds on the 2D Pixel Art Sci-Fi Graphics Toolkit.

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