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A jam submission

A Single RadishView game page

A top-down puzzle adventure about the power of vegetables.
Submitted by Em Kyla — 11 hours, 51 minutes before the deadline
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A Single Radish's itch.io page

Results

CriteriaRankScore*Raw Score
Design#103.8603.860
Gameplay#223.5813.581
Overall#253.6333.633
Theme#293.6743.674
Artistic#393.7913.791
Technical#613.2563.256

Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 33 to 21 of 33 · Next page · Last page
Submitted(+1)

Excellent submission, with amazing and consistent art style. Not too long nor too frustrating and the ending was great, I absolutely wasn't expecting that to happen! If you continue with this, what about adding medals for completing it with the minimum number of steps?

Developer

great idea, thanks!

I do plan to kind of do a deluxe edition at some point and I plan to have some sort of rewards for steps as well as other stats.

and thanks again for playing!

Submitted(+1)

Love the old school style to this game. Great choice having no music during the gameplay. It really helps the other sounds stick out. I laughed every time I heard the player character say "radish" lol The jingle at the end of the level was fantastic. Great job!

Submitted(+1)

Really loved this game, it has a nice nes style aesthetic to it, especially the title screen. enjoyed the levels a lot too they were very well designed. The random facts things between level were really funny too.

Submitted(+1)

This was such a great submission! Loved the gameboy graphics, consistent music/sfx, [radish], and the completely true facts about Japanese radishes. The ending is well worth the short puzzles, I loved it.

Submitted(+1)

This was fun to play, a great twist on the theme, the art and design and sound all worked together and were very cute, and was well within scope for a small (evidently one-person?) team. I guess my only other comment would be, "radish."

Developer(+1)

thanks so much, this was a solo project to clarify. I'm glad you enjoyed it!

Developer

So I am absolutely so rough and new to a lot of actual scripting stuff.

who wants to take a guess at the hilariously horrifying number of lines of code I have in my player script?

hints:

it's more than the amount of steps you get from eating a radish and less than ten times the amount of steps you get from eating a radish

Submitted(+1)

128?

Developer

oh i wish...

Submitted(+1)

Imma guess... 150?

Developer

add 100 and you're really close.

Developer

the answer is roughly 200-250 depending on if you are counting empty lines for readability. this comes primarily from having to rush to figure out how to make a few different mechanics work together, and also recently discovering event buses, and growing overzealous with them and not thinking fully about what really needs to be bused and what does not. I already have tons of ideas for how to optimize things, which i plan to do upon completing it.

I did think people might find it funny/sickening to hear of the amount of code i used to make a player run in four directions, pick up an item, push a block, and climb over a wall. i look forward to having some optimization time after this is all over. Every failure is a part of the journey towards future success though, or something wise sounding like that. i think. maybe...

Submitted(+1)

was gonna say "holy stuff thats a lot of code" then took a look at my code and saw 300 lines of repeated variables and things I could have done with loops lmao

Developer

yeah, it happens tho. i think especially with a jam we are just trying to make things work and there's time for optimization later. plus you had some really complicated stuff going on with your character and especially that last scene so i feel like there's probably more going on there that's justifiable compared to my little dude who picks up a radish and eats it, and sometimes pushes a block.

Submitted (1 edit) (+1)

I pretty love this gameplay with limited steps - it’s adding some hardcore. Fourth level confused me - i thought i need to pickup all keys ;)It was pretty funny anyway, i liked it. As far as I understand, the radish itself is a energy source?

R.I.P

Rash Travis

1496-2021

Killed by 大根

Developer

I'm glad you liked it!

Theres been such a varied response to the puzzle design so its been great to see, I appear to have successfully bamboozled you with the old double key trap. I can see though how people intuit things in different ways based on their previous game experiences. perhaps if i expanded it i could have certain levels need all keys, and some just need one, with some graphical difference to indicate. the radish is the energy source, but i will concede it is a tenuous at best connection to the theme lol.

RIP indeed. But perhaps, Rash Travis will return...

Submitted(+1)

Wonderful, it reminds me ZX Spectrum time ;)

Developer(+1)

thanks! i was actually working on an attempt at a faithful zx tech style top down puzzle adventure at one point with a friend, but that got shelved. a lot of what i've learned here would translate well to taking another shot at that.

Submitted(+1)

Old platforms games was feels very nice. They frames is a part of style.

Submitted(+1)

A forgotten classic puzzle game!
I really like the retrograde game feels and the theme usage here, it's really smart. The SFXs combine too much with the game and the gameplay as a puzzle is very consistent. 

Of course, it's a great entry. Well done! 

Developer

Thank you so much, I appreciate the time you took to play! Also. I love your pfp!

*professor oak pokemon snap voice* "wonderful!"

Submitted (1 edit) (+1)

That was a great game, and I liked the humor as well :)

I'm glad the poor guy doesn't need to live on a single raddish anymore :D

Edit: bonus points for having this game as a first time entry , well done! :)

Developer

thanks so much, i'm glad you enjoyed it!

Submitted(+1)

Awesome game! Nice sounds and art!

Developer

thanks so much :)

Submitted(+1)

Rain of Japanese Radish! I really enjoyed the game, good mechanics and really instructive facts about Japanese Radish ;-) The art is also great! Congrats!

Developer

My only goal is to increase radish knowledge, and it appears i'm doing well. Thank you very much!

Submitted(+1)

This was awesome !

I really like that you tried something not often seen when going retro, making a pre NES style olschool game, and you nailed it right down to the voice sample and the ending (which is really funny and has a cool and catchy tune btw) XD 

Everything here feels authentic to the style you aimed for and the game itself is fun to play.

I think there's nothing more i could say as i didn't have any issues what so ever here

Congrats you did a great job :)

Developer(+1)

Thanks so much! I really appreciate you taking the time to try it out! 

It's kind of an anachronistic retro hodgepodge tbh. It's using a modern resolution, a custom 4-color palette from an unlimited pool of colors (the colors are all color-picked from a picture of a real daikon), and a soundtrack made with nes synth emulators, a commodore SAM text-to-speech virtual instrument, and a virtual instrument of an old radioshack version of a moog synth is used for the step sound effects. if I update i plan to kind of hone in stylistically a bit lol.

thanks again!

Submitted(+1)

Wow you really went the extra mile even more than i thought for some of those details :o

And honestly it didn't feel as much of a hodge podge of periods it really felt authentic and i say that trying to acheive some authentic retro stuff myself in my games witht he same challenges of having way more colors than the limitations of the times etc... :p

Developer (1 edit) (+1)

thanks!

at the risk of being obvious about a thing, you may already know, that there are freely available palettes for pretty much every major game console, if you are trying to emulate a specific look (i really love the master system palette, https://segaretro.org/Palette )

You can further look up the technical limitations. For example, a SNES games base resolution is 256x224, and while it had a color range of 32000+ colors, no single sprite could have more than 16 (technically 15, as one pixel was reserved for transparency). Lots of good detail out there for any kind of hyper specific retro project.

For the ZX spectrum style project I shelved i was having a horrendous time, but a lot of good practice making readable art, because of its strict limitations (https://en.wikipedia.org/wiki/ZX_Spectrum_graphic_modes). Even worse was trying to make an attribute clash shader.

i see that this is growing ever longer with my nerd interest info dumping so i'll stop here lol.

Submitted(+1)

I didn't know about that resource for palettes, so thanks for the link i'll have to check that out.

Also while i have some small knowlege on some of the limitations of older system to have a vague idea of what to aim for to have retro a retro ish style, i can only say RESPECT as of your technical knowlege here ^^ and i can only add a O_o face for the courrage you had making something aiming for spectrum specs considering the insane limitations this must have.

No worries about your info dump though it was interesting :) 

Viewing comments 33 to 21 of 33 · Next page · Last page