An arcade top-down shooter about tactical revives and multi-agent chaos.
Genre: Action / Arcade Shooter
Role: Solo Developer
Engine: Unity (C#)
Team Size: 1
Duration: 7 Days
Platform: Web / PC
Play: https://yousayrandy.itch.io/rescue-matters
Rescue Matters was created solo in 7 days for Game Parade Spring 2022 under the theme “Every Life Counts.” The game reimagines traditional arcade lives as both a resource and a mechanic: when a player dies, they can be revived by future lives and rejoin the fight, creating multi-agent control chaos and emergent combat puzzles.
The project was a design and programming challenge built around input-sharing, risk-reward systems, and strategic unit placement—delivering bullet-hell intensity with simultaneous character control.
🧠 Multi-Agent Revival System
Implemented a system where each “life” becomes a new unit controlled in parallel.
Revived characters inherit player input, requiring strategic placement to avoid friendly fire.
Built revive logic with delay timers and activation zones, gating player power behind positioning and timing.
Designed shared input routing for movement and aiming while maintaining independent state tracking.
⚙️ Combat & AI Architecture
Developed fast melee and slow ranged enemies with distinct behavior trees and targeting logic.
Implemented AI focus switching based on active player health, dynamically adjusting as units are lost or revived.
Created spawn manager using flexible prefab arrays, tied to a global difficulty parameter for adaptive pacing.
📈 Difficulty Scaling System
Coded an extensible difficulty system that adjusts enemy spawn rates based on time remaining.
Created an adjustable scalar tied to a percentage of the mission timer.
Designed for reusability—could plug into drop rates, enemy health, or behavior in future builds.
🖥️ UI / Game Loop Implementation
Built complete arcade loop: intro screen, gameplay HUD, victory/defeat conditions, retry system.
Designed singleton managers for tracking lives, revive stock, and mission state.
Implemented contextual menus that double as instruction and retry prompts to maximize development speed.
🎯 Design-for-Learning Focus
Frontloaded revive mechanic from the very first encounter to center it as the game’s core idea.
Balanced enemy difficulty to encourage reviving over raw shooting skill.
Removed friendly fire after testing revealed it overwhelmed early players, later reconsidered for tuning.
✦ Simultaneous Player Control
Input sharing across multiple revived units introduced unique challenges:
Avoided unintended behavior via precise input filtering and state separation.
Built revive queue tracking to dynamically reassign control post-death.
✦ Jam Scope Creep & Debug Pressure
Developing under a 7-day limit meant rapid bug squashing and frequent balance iteration.
Created systemic architecture to allow rapid tuning (e.g., spawn intervals, HP values).
Refactored revive, destruction, and enemy code mid-jam to account for prefab hierarchy issues.
Rescue Matters may be visually minimal, but it showcases layered systems thinking, modular difficulty scaling, and real-time decision-making through mechanics. The project pushed my limits as a solo developer and taught me the value of flexibility, responsiveness to player behavior, and shipping under constraint.
It’s a messy, bullet-filled, slightly buggy thing—but it works, and it taught me a ton.