Rescue Rat by Sashalipatov
Middle Ages. The plague epidemic is in full swing. People are hiding at home and waiting for their medicines, but there are too many victims, and the Plague Doctor does not have time to help everyone. Then he comes up with a brilliant plan...
A Rescue Rat will help deliver medicines! Accept quests, save the townspeople, and most importantly: AVOID. THE PLAGUE. RATS! :rat:

Don't forget to expand the game to full screen!
Controls
- WASD to move
- F to interact
- SPACEBAR to continue in the dialogs
Our team
- Alexander Lipatov (@sashalipatov) - Team Leader
- Georgy Shkurov (@georgy) - Programmer
- Nikita Zaborskikh (@p1n) - Programmer
- Mikhail Avdeev (@mihail) - Game Designer
- Maria Shitova (@davitta) - Environment Artist
- Nika Poroshkova (@pnikav) - UI Artist, Articles
- Maria Alrik (@maria-alrik) - Character Artist
| The Game | https://that-one-dude1.itch.io/rescurat |
| Dev Diary | https://ldjam.com/users/pnikav/feed |
| Original URL | https://ldjam.com/events/ludum-dare/53/rescue-rat |
Ratings
| Overall | 940th | 3.229⭐ | 61🧑⚖️ |
| Fun | 1047th | 2.853⭐ | 60🧑⚖️ |
| Innovation | 896th | 2.991⭐ | 58🧑⚖️ |
| Theme | 502th | 3.983⭐ | 60🧑⚖️ |
| Graphics | 357th | 4.033⭐ | 62🧑⚖️ |
| Audio | 402th | 3.5⭐ | 57🧑⚖️ |
| Humor | 698th | 2.902⭐ | 53🧑⚖️ |
| Mood | 478th | 3.658⭐ | 59🧑⚖️ |
| Given | 67🗳️ | 111🗨️ |
Is it possible to make a higher resolution map, or a bigger map. I'm largely just wandering around until if find who i'm looking for.
Достаточно объемная и увлекательная игра. За короткий срок у вас получилось сделать крутую игру!)
After a page refresh however I was able to play. Cool art, fitting music and funny dialogues. I noticed however that I was almost exclusively looking at the minimap, as it made it easier to locate the goal and to avoid plague rats. At the same time though, I think this was making the gameplay less interesting. Perhaps you could consider a different approach, like for example an arrow that points towards the target so that I have to memorize the map a bit and have to look at the main scene.
We made a game with rats delivering the plague, so I like to think your rat is in the same universe curing the people on which we're dumping fleas!
Но пару ошибок, пока пыталась запустить словила (грустно).
А так очень хорошая работа!
And interesting concept to let a rat deliver the medicine while other rats are delivering plague!
The dialogues were fun! Map was OP tho, like I never stopped looking at it and never crossed a plague rat.
Loved it, great work!!!
Overall, great artstyle, but the gameplay needs a lot of polish
The graphics were great, especially the characters (rat included), lot of details and that's really the strong point of the game for me. For the gameplay it's simple but works well, and there is so much you can do in a Ludum Dare ! I would have loved to have a bit more lore / story during the missions but, yeah as i said, not enough time i guess ! Anyway, well played :)
The art style is nice and the music is relaxing and fits the setting. I think the game could have benefited from a compass that directs the player to their destination. The camera should have also been pushed a bit further as there were a few instances where I died to a rat that was under the top right UI. I died before I ever saw the rat.
Edit:
I just saw the message in the description above about playing the game in full screen. It does improve the experience, but you should try to make the UI scale for smaller viewports as well, especially if its playable in the browser.
This was my initial view:

I would have loved to have more indications and choice of deliveries, and not just look at the mini map to find the characters and stars.
But great job, the graphics are really goods and the game works well !
+ I think the minimap was too useful, it had much more information than the screen, so I just looked at the minimap the entire time. Maybe have the destination indication show up on the edge of the screen or don't show the plague rats on the minimap and reduce their trigger range.
+ There seemed be no end to the game (no timer), just free wandering (no max delivery number), and the plague rats were always in the same place (only followed the player), so after you learn the routes to the people it became pretty repetitive.
+ I found it weird that when getting close to the delivery recipient you got the conversation, which sometimes even mentioned something like give it to me or thanks, and you didn't drop of the "goods". I think you should drop off the delivery when the conversation begins, and then you can have the conversation trigger on proximity or button press.
+ Some of the conversations were confusing, and I think they triggered randomly but there weren't too much available because I got like the same conversation 3 times and then a different one? if that's the case, maybe have it be less random and trigger the conversation that hasn't been seen yet or has been seen the least amount of times.