Rescue Plan: Go Go is a game set in a world that is frequently flooded. The game’s concept was originally inspired by observing a person who always seemed to be in a hurry. Our research revealed that while this behavior is quick and efficient, me and my team needed to translate that urgency into a satisfying gameplay “feel”.
The game was designed to replicate this feeling, creating a dynamic and challenging experience where players must navigate a chaotic, flooded environment with a boat to rescue people within a strict time limit. The goal is to reward fast navigation and strategic planning with a sense of satisfaction from a successful rescue.
My role on the project: Programmer, Researcher
Chapter I: All About User
This project began during Challenge 6 at the Apple Developer Academy, under the theme “All About User.” Our goal was to identify a specific individual with unique behavioral patterns to inspire a product. We chose our peer, Jacky.
Through observation, we noticed Jacky was perpetually in a hurry, whether speaking or simply grabbing a drink from the pantry. We analyzed this behavior and realized his urgency stemmed from a deep desire for efficiency. This insight became the foundational pillar for our game’s mechanics: a system that rewards speed and optimal movement.
Chapter II: The Game
Translating our insight on “Efficiency” into gameplay, we arrived at our final concept: a Search and Rescue (SAR) simulator.
The player takes on the role of a rescue specialist tasked with evacuating civilians from disaster zones under strict time limits. This mechanic forces the player to optimize their movement path constantly, directly mirroring the behavioral patterns we observed in our user.
Originally developed as a macOS title, and currently in the process of porting the full experience to iOS.
Watch The Demo
Retrospective: Things I’m Proud Of
Me and my team successfully delivered a fully playable game prototype in the span of just 1 week. During an internal exhibition at the Apple Developer Academy, the game was played by 20+ people, all of whom provided valuable feedback. The product was incredibly well-received, and players noted that the core mechanics felt both challenging and highly engaging.