Pedro Mello - Game Developer
Email: pedrogcmello@gmail.com
WhatsApp: +55 (21)99064-4994
Try the game at itch.io:
Platformer featuring diverse environments and gameplay challenges
Astro Rabbit is an educational platformer designed for children, teaching concepts related to Earth’s systems, such as the atmosphere and biosphere.
The game features an inverted vertical progression mechanic, meaning the player is constantly descending to reach their objective. These objectives evolve with each level, introducing new mechanics and interactions while relying solely on the same simple control scheme — maximizing the core actions of movement and digging.
The game features five levels, each exploring a different Earth system, highlighting its unique characteristics and introducing distinct challenges.
All challenges are contextually tied to the educational content being presented, reinforcing learning through gameplay.
Collect colored orbs to fill the progress bar
Collecting gray orbs reduces the progress bar
Sporadic winds push the player in a specific direction, hindering movement
Collect steam from puddles to make the cloud rain and erode the path forward to the next level
Stone boulders roll across the platforms and reduce progress upon hitting the player
Find water puddles
Find all animals in the region
Find the correct path by using water to grow plants
Avoid falling into the mud
Find all animals in the region
Avoid the strong waves that knock the player down
Avoid falling into quicksand
Wait for the waves to wash up blocks to clear the path
Find all minerals in the region
Avoid falling into the lava.
Correctly cross the lava rivers using the floating platforms.
Avoid the falling lava droplets.
Key Features
Multiple levels featuring distinct environments and unique mechanics
Simple and enjoyable gameplay, with dynamic pacing and constant variation
More natural learning through approachable language and engaging gameplay
Fast-paced stages with clear objectives and intuitive progression
Reviews
Mechanics
The core gameplay mechanics revolve around moving across platforms (using the horizontal arrow keys or A/D) and digging (using the down arrow key or S).
The player can use a shovel to dig, breaking the block beneath them and dropping down to the next row.
When breaking a block or stepping off an edge, the player falls directly to the position below on the next row. They may land on obstacles and be forced to respawn from checkpoints.
To complete objectives, the character can collect and use items either by walking over them or by uncovering them through digging.
The platforms are structured as horizontal rows made up of blocks spanning from one wall to the other. There are different types of blocks, each either breakable or unbreakable, representing obstacles or pathways for the player.
The only exception to the game’s standard movement mechanics occurs in the first level, set in the atmosphere. Instead of walking, the character travels in a balloon, which the player directly controls.
Occasional gusts of wind appear, applying a constant directional force for a short duration and adding an extra layer of challenge.
The balloon’s movement is fluid and responsive, despite the intentional input delay designed to simulate air resistance and the natural flight physics of a balloon.
Contextual character dialogues appear during key gameplay moments to clearly and concisely explain the educational content, mechanics, and objectives.
As a children’s game, there is no death. However, the player can become stuck in mud or quicksand, or be hit by a wave, which sends them back to the last checkpoint.
Production and shipping
As my second game developed for the platform, I was able to apply the experience and lessons learned from my first project, which made the overall process much smoother. Despite the number of mechanics that needed to be implemented, production was faster and more efficient than on Smoothie Planet. This was also largely due to my collaborator, Diego Mello, who took on much of the Game Design responsibilities — developing the GDD and conceptualizing the core mechanics and level structure.
With more room to focus on programming, I was able to further explore what I had begun to discover in the previous project: I genuinely enjoy it. Programming has since become one of my strongest skills. Although I initially approached it with some hesitation, I came to realize not only how much I am capable of building, but also how much there is still to learn — and I have continued studying and improving ever since.
The publishing phase went smoothly overall. The only significant adjustment involved the game’s original “death” mechanic, which initially featured spikes. This conflicted with the platform’s guidelines for children’s content. Reworking the mechanic into a softer consequence system (such as mud or environmental setbacks) ultimately aligned better with the tone of the game. After that change, the project was approved on its first submission — bug-free and within the original deadline. That alone felt like a major achievement, especially considering that my previous game required four versions, extensive testing, numerous bug fixes, and ultimately launched behind schedule.
The game is published on the Legends of Learning platform. As it is a subscription-based service, feel free to try the game on itch.io instead:
https://filomolusca.itch.io/astro-rabbit