Thanks for playing, I'm glad you liked it!
It's all Path3D nodes, I figured that was the only way I'd be able to finish something decent in 48 hours. The enemy ships and player are just PathFollow3D nodes with a script that makes them move along the paths at a fixed speed. I had plans for enemies to shoot back but had to cut them for time so the enemies that made it in are just moving targets with no AI. Even the maneuvers they pull near the end are just from me tilting the path to make them spin; although, I do use trigger areas along the player's path to activate the enemy spawners so I didn't have to manually time everything to sync up.
My player scene is a little more complicated and has some logic to let the ship move along a rectangular plane attached to the path. The camera is also somewhat dynamic and tries to keep the ship and reticule on screen but other than that, the gameplay is pre-scripted.
I did use some really basic programmatic animation in a few places like for the camera on the main menu and some of the visual effects like the lightning and projectiles. Everything else, including the scene transitions, is done with AnimationPlayers.