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A jam submission

Rescue RadishView game page

Prototype #4: Resources
Submitted by powerfulduck, Yue, AkiDoNa — 1 hour, 2 minutes before the deadline
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Rescue Radish's itch.io page

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Comments

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"What did this game do well?

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This game is charming! There's a simple narrative hook, a cute world of crazed rabbits, and a nice time jumping around! It executes on being a simple little platformer very well.

I like the classic platformer look and art-style, very simple and intuitive for a lot of players i think.

I like how each of the resource interacts with each other: the stars converts into each other and converts into abilities. And I love how the ability you gain from the stars isn't permanent so the stars stay relevant throughout the game. I also really appreciate the prompts you get when you run into an enemy or approach a tree. The narrative and aesthetic is very cute and this is also very polished! Love the sound effects. 

This game requires the player to think hard about when to use different actions in order to save resources and avoid starting over. I tried for a few minutes and managed to rescue the radish. The platforms are well placed so that it requires wise distribution of resources and dexterity.

I love being able to combine buffs, and the sound effects for transforming is great. Also, the graphics are cute.

It's very cute! It's easy enough to understand the features and resources and I liked the added in-game tutorial elements. 

I love the art style! And I think there's a good variety of different resources and effects that lead to a lot of different game moments.

Super playable, i could easily see how this could be a game you sink hours into. The variety of mechanics associated with the resources adds so much to the game, its nice that resources don't feel like you're collecting them for no reason.

I like the strategy aspect of knowing when to use the specific power ups. I also like that each power up feels very useful and that you couldn't beat the game without them.

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What could this game have done better?

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'It feels like the resource system in this game is there because the assignment said you needed a resource system; it feels convoluted for the sake of being convoluted. The double-jump and shoot power-up work, but briefly flying straight(ish) up fills the same role as the double jump. Everything with buying lives and flight with stars just feels bolted on, and a better version of this game wouldn't have it. And you have infinite of them anyway, in practice, so they really don't need to be resources at all!

Also, and this isn't really a negative, just confusing, but why is there a mechanic that goes entirely unmentioned and unused in the game except for the manual?'

The controls are really confusing for me, and how to use the resources as well, to collect and use them. I also could not get the double jump to work. 

I think it would be great to display something to let the players know how long we have double jump ability for since sometimes I lose track of the time and didn't realize my ability is over. Also, I think it would be better to make gathering resources all one key, I got pretty confused which key I should press when I was playing(yea, even with the prompt). 

My suggestion is that you could add more platforms to make this level more complex. In the meantime, you could add some checkpoints.

I think having more logical keybindings would make the game easier to play. I found myself consulting the not-a-readme very often.

I seems like you can harvest materials as much as you want in the beginning. Maybe they should have a limit or if you can do it in the beginning, you should just be given a certain amount of resources to start with and then have resource replenish pit stops along the way. 

I think it might be nice add some sort of restriction on the amount of resources you can collect from a given tree. Currently there's no reason not to just sit at a tree until you've maxed out the relevant resource -- maybe some kind of time pressure, or an exchange of one resource for another?

I see you guys have a small timeout on the spawn points between each collection, i think it might be better to allow the user to collect a certain amount at a time(say for the larger inventory items, 3 at a time) and then force them to wait longer between collections rather that being able to stockpile.

The controls are a bit difficult to get used to and hard to remember so many different keys. Maybe clicking on the icons would make that easier.

Give the player some feedback when they attack an enemy. Make the jump a bit higher to make the basic jumps a bit easier."