Ryan Pond/ THE WORKSHOP

RELEASED / GODOT WILD JAM #98

BLACK WATER
NIGHT GLASS

FIELD OPERATION 01

BLACK WATER NIGHT GLASS is a minimalist top-down stealth game created for Godot Wild Jam #98.

You play as SPADE, infiltrating a communications facility in darkness. CROAK sends a pulse through the environment, briefly revealing the space around you and giving you the information needed to plan your next move.

Get in. Destroy the relay. Get out.

The mission

Infiltrate the facility, neutralize or avoid patrols, destroy the relay at RELAY CONTROL, and reach extraction. CROAK helps you read walls, openings, patrol relationships, and nearby spaces in the darkness. Nearby guards can hear it, too. Once the charge is armed, careful infiltration becomes escape.

From prototype to release

The game began under the development codename SIGNAL. The jam version was released on 18 October 2026 as BLACK WATER NIGHT GLASS — FIELD OPERATION 01. Godot Wild Jam #98 has now finished, and the game placed 64th overall with 22 ratings.

Play in your browser or download the Windows version on itch.io, where you’ll also find the complete controls, credits, and gameplay explanation.

From jam feedback to the next prototype

I’m beginning to plan a more polished, more expansive downloadable version. The next prototype will test immediate, silent takedowns, remove the knife while that interaction is tested, and add checkpoints that preserve progress through death and between sessions.

Facing and aiming, CROAK’s readability, and the opening encounters still need design and testing. These are plans for the next prototype; the original jam build remains available as released.

Read the full Godot Wild Jam #98 postmortem for the results, player comments, and what I’m taking forward.

BLACK WATER NIGHT GLASS gameplay screenshot from the released itch.io page
BLACK WATER NIGHT GLASS — release gameplay.

CONTINUE / PROJECT HISTORY


7 min read

BLACK WATER NIGHT GLASS / Godot Wild Jam #98

SIGNAL: Following the Idea Instead of the Plan

How a frog operative, a noisy croak, a discarded flashlight, and an escaped operator with a failed objective helped me understand the game I’m making.

KEEP IN TOUCH

Follow the build.

New games, useful experiments, and the occasional lesson learned the hard way.