RESCUE by Andrey Angaev
A strange accident shattered a space relay island into drifting fragments. You play as a technician trying to restore its core systems and send a rescue signal.

Explore floating islands, repair the power, GPS, and computing subsystems through interactive mini-games, and unlock new traversal abilities like boosted jumps, a grappling hook, and gravity control. Each system you fix makes movement faster and opens new paths across the broken world.

A short, stylized sci-fi experience with a light, quirky tone and PS1-inspired visuals.

| Itch.io | https://cometores.itch.io/rescue |
| Itch.io | https://cometores.itch.io/rescue |
| Original URL | https://ldjam.com/events/ludum-dare/59/rescue |
Ratings
| Overall | 471th | 3.523⭐ | 45🧑⚖️ |
| Fun | 579th | 3.148⭐ | 46🧑⚖️ |
| Innovation | 701th | 2.86⭐ | 45🧑⚖️ |
| Theme | 556th | 3.465⭐ | 45🧑⚖️ |
| Graphics | 116th | 4.367⭐ | 47🧑⚖️ |
| Audio | 236th | 3.722⭐ | 47🧑⚖️ |
| Humor | 397th | 2.838⭐ | 39🧑⚖️ |
| Mood | 338th | 3.773⭐ | 46🧑⚖️ |
| Given | 69🗳️ | 83🗨️ |
The game really reminded me of Outer Wilds or the Xen world from Half-Life.
Unfortunately, I’m stuck in the game because I don’t know what to do next; perhaps it would be worth adding hints for situations like this.
-second puzzle has to be solved by right combination and color, make it brighter;
-to activate the belt after the last puzzle - press TAB
Visual style and atmosphere were out of this world, but I would like a more responsive movement and physics in general. GJ!
Ребята, вы крутые!
Still, congrats to all the team members - the game reminded me of HL1's ZEN levels.
I'm sad because there is ton of amazing content here and I just cannot access it because of skill issues :/
Anyway, you tend to be more picky when a game has this level of polish, once it look like a professional title, your expectations are higher. This is all very impressive for 72h, good job to everyone, and managing the logistics of having such a big team. (and also thank you for the linux build)
Might play later, might reconsider ...
1. After solving the first puzzle, you need to go to Orange Island. There are platforms near the first island—jump on them to get to the second island.
2. The main screen that ends the game is located under the antenna on the first island, on the wall.
HF!
The haptics and game feel are really nicely.
Didn't get far - the game asks you for quite alot! 31 jumps, by my count, to the 1st battery, some of which are timed, and any fall resets you to the beginning.
Softlocked twice, as I dropped the battery and it went 'into' the power station model, becoming unrecoverable.
Then, after I got both batteries, I wasn't able to figure out how to use the ziplines or where to go next.
Still - fun to explore and enjoy the music and whatnot. Good stuff!
The player controlled nicely and each upgrade felt really satisfying. I made it to the end of the game and very much enjoyed my time with it.
The first platforming segment felt like it wasn't tuned to the player's base movement, and I didn't really like how the floating platforms would move slightly up and down - that made it hard for me to gauge the height of my jumps, but that was really the only section of the game where the platforming felt that way.
Also, I felt like the puzzle and platforming elements didn't really compliment each other. The game ended up feeling more like a platformer with puzzles in it than a puzzle-platformer.
I did struggle with the platforming, though — the jumping felt a bit hard to read, and after dying several times I couldn’t get past the section. It also felt a little long and repetitive for an early challenge.
I think easing the player in more gently could help, because it feels like there are some cool visuals and puzzles hidden behind a pretty steep difficulty spike at the start.
As far as level design and difficulty, I'll echo what some others have said in that the early platforming is very punishing. Easing the player in and introducing the mechanics in a "starter" way may make for a smoother user onboarding experience in the future. Regarding objectives and "what to do", perhaps a UI label on one side of the screen that indicates current objectives would be a quick and easy way to help guide players on where to go and what the game is currently asking of them at any given time-- sometimes that wasn't as clear as it could be.
Overall a lovely feast for the eyes and ears. In my opinion, with a little more 'soft introduction' for the player the game mechanics and content as well as enhanced communication with the player in various ways, this game could really be taken to the next level. Congrats to all team members who worked on this-- amazing job!!