It starts with an idea...


Hi everyone, I wanted to write a little bit about Rapid Survival's development.

Roughly one and a half year ago, I started noticing a pattern with the games I released here on itch.io.
Up until this point, I have been participating in a yearly game jam (GMTK Game Jam) and made my own attempts at some games, which ended up being prototypes for random game mechanics.
Only the games made in the game jams actually got finished. Because of the strict time constraints of the jam, there was a clear finish line in mind before even starting the development of that game.

So around that time, I wanted to challenge myself to create a game within a one-week time limit.
This became Rapid Survival; A challenging, roguelike survival game where you had survive as long as possible to beat your records.

The roguelike aspect did not make it into the game. However, there are some hidden remnants of that system in the game.
Originally, the player would collect EXP based on how long the player survived on an island. This EXP could then be used to spend on upgrades of the character, like the maximum amount of energy, food or thirst you could have.


Two months ago, I dropped a small update to the game with the introduction of a 'waste disposal unit' building. This was made to have a way to deal with the 'waste' meter that could not deplete naturally. It was disabled in the game before the update because I felt it was not balanced properly.

Additionally, the health bar was also planned to have a related building to allow for replenishing health, this would have been the 'herb' plant that periodically would grow leafs that would heal the player.

With that, I want to end the blog post. Thank you for your attention.
Stay tuned for next week, as I have some exciting news to share...

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