Compare Crab Cakes Rescue prices across 50+ stores and find the best deal. Developed by Mission Critical Studios. Published by KISS ltd. Released on 11/14/2014. Available on PC, Mac. Genres: Casual, Indie.

The shell-shedding mechanic at the heart of this one has a genuine spark of cleverness to it. The rest of the game, unfortunately, does not hold up its end of the bargain.

I want to be the advocate here, I really do. That little hermit crab protagonist, named Pickles according to the trading card art, scuttling across brightly colored beach environments while a villain called Dr. King Crab plots somewhere off-screen, has exactly the kind of low-fi charm I tend to root for. The core conceit is also legitimately interesting on paper: you die deliberately, your shed shell becomes a physical block in the world, and you use stacked carcasses to reach platforms or bridge over hazards like electrified tiles. There is something almost elegantly morbid about that loop, and for a moment or two per level, it clicks. The problem is that the design surrounding that mechanic never commits to it with any real depth. Each level follows the same template: find a key, reach a door, avoid seagulls and lava and, inexplicably, bird droppings. The puzzle logic is thin enough that most stages resolve themselves within two or three deliberate deaths, leaving little room for the aha-moment satisfaction that this kind of mechanic genuinely deserves. The scoring system makes things stranger still: unused shells at the end of a level act as a score multiplier, meaning the game simultaneously rewards dying (to build blocks) and punishes dying (by burning your multiplier). That contradiction is never satisfyingly resolved across the nearly 100 levels on offer. The power-up shop, accessible through the pause menu, adds shrink, grow, timestop, and invincibility options. In practice, shrink and grow feel marginally useful at best. Timestop and invincibility are priced so aggressively in the in-game coin economy that most players will complete the whole run without ever meaningfully using them. The menus themselves are sluggish and provide almost no visual feedback when a selection registers, which is a minor frustration that compounds over time. Controls are rebindable, defaulting to WASD and spacebar, and the restart key (R) will become your closest companion. Expect to press it constantly, though the deaths will often feel more fiddly than fair. The PC version sidesteps the worst issues reported on the Wii U port, but the game's origins as a mobile title are visible throughout: static backgrounds, a 4:3 presentation, loading pauses between levels, and an audio track that reviewers across the board described as grating on extended play. For a game completable in one to two hours, those rough edges sit closer to the surface than they would in a longer experience. The Steam community has also flagged a progress-tracking bug that can prevent certain level sets from unlocking correctly after three-starring earlier stages, which is worth knowing before you invest time chasing completion. If you are a parent looking for something genuinely harmless and low-stakes for a young child who likes colorful crabs, Crab Cakes Rescue will not cause any harm. If you are an adult puzzle enthusiast hoping that shell-shedding mechanic blossoms into something richer, the game will leave you thinking about what a more ambitious studio might have done with the same idea. That gap between potential and execution is the most honest thing I can tell you about it. Kai, Scout Team

Crab Cakes Rescue
CasualIndie

Crab Cakes Rescue

Nov 14, 2014Mission Critical StudiosKISS ltd
GamerScout Says

The shell-shedding mechanic at the heart of this one has a genuine spark of cleverness to it. The rest of the game, unfortunately, does not hold up its end of the bargain.

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About Crab Cakes Rescue

I want to be the advocate here, I really do. That little hermit crab protagonist, named Pickles according to the trading card art, scuttling across brightly colored beach environments while a villain called Dr. King Crab plots somewhere off-screen, has exactly the kind of low-fi charm I tend to root for. The core conceit is also legitimately interesting on paper: you die deliberately, your shed shell becomes a physical block in the world, and you use stacked carcasses to reach platforms or bridge over hazards like electrified tiles. There is something almost elegantly morbid about that loop, and for a moment or two per level, it clicks. The problem is that the design surrounding that mechanic never commits to it with any real depth. Each level follows the same template: find a key, reach a door, avoid seagulls and lava and, inexplicably, bird droppings. The puzzle logic is thin enough that most stages resolve themselves within two or three deliberate deaths, leaving little room for the aha-moment satisfaction that this kind of mechanic genuinely deserves. The scoring system makes things stranger still: unused shells at the end of a level act as a score multiplier, meaning the game simultaneously rewards dying (to build blocks) and punishes dying (by burning your multiplier). That contradiction is never satisfyingly resolved across the nearly 100 levels on offer. The power-up shop, accessible through the pause menu, adds shrink, grow, timestop, and invincibility options. In practice, shrink and grow feel marginally useful at best. Timestop and invincibility are priced so aggressively in the in-game coin economy that most players will complete the whole run without ever meaningfully using them. The menus themselves are sluggish and provide almost no visual feedback when a selection registers, which is a minor frustration that compounds over time. Controls are rebindable, defaulting to WASD and spacebar, and the restart key (R) will become your closest companion. Expect to press it constantly, though the deaths will often feel more fiddly than fair. The PC version sidesteps the worst issues reported on the Wii U port, but the game's origins as a mobile title are visible throughout: static backgrounds, a 4:3 presentation, loading pauses between levels, and an audio track that reviewers across the board described as grating on extended play. For a game completable in one to two hours, those rough edges sit closer to the surface than they would in a longer experience. The Steam community has also flagged a progress-tracking bug that can prevent certain level sets from unlocking correctly after three-starring earlier stages, which is worth knowing before you invest time chasing completion. If you are a parent looking for something genuinely harmless and low-stakes for a young child who likes colorful crabs, Crab Cakes Rescue will not cause any harm. If you are an adult puzzle enthusiast hoping that shell-shedding mechanic blossoms into something richer, the game will leave you thinking about what a more ambitious studio might have done with the same idea. That gap between potential and execution is the most honest thing I can tell you about it. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5Shell-Shedding MechanicDeliberate Death PuzzleFlash-Style PlatformerMobile PortCoin EconomyScore MultiplierKid-FriendlyPrecision RestartShort Runtime

System Requirements

Minimum

OS
Windows® XP (SP3)/7 (SP1)/8
Memory
1 GB RAM
DirectX
Version 9.0
Storage
750 MB available space
Graphics
256 MB DirectX® 9.0c–compliant with Shader Model 4.0 or higher
Processor
2.0 GHz Intel® Core™2 Duo E4400 or 2.0 GHz AMD Athlon™ 64 X2 3800+ or better

Recommended

OS
Windows® XP (SP3)/7 (SP1)/8
Memory
2 GB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
256 MB DirectX® 9.0c–compliant with Shader Model 4.0 or higher
Processor
2.0 GHz Intel® Core™2 Duo E4400 or 2.0 GHz AMD Athlon™ 64 X2 3800+ or better

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Game Info

Developer
Mission Critical Studios
Publisher
KISS ltd
Release Date
Nov 14, 2014

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What platforms is Crab Cakes Rescue available on?

Crab Cakes Rescue is available on PC, Mac.

When was Crab Cakes Rescue released?

Crab Cakes Rescue was released on 14 November 2014.

Who developed Crab Cakes Rescue?

Crab Cakes Rescue was developed by Mission Critical Studios and published by KISS ltd.