
He's a dad AND a radish. Dadish's kids are missing and he needs your help to find them! Explore an exciting world, face off with fast-food themed foes, and reunite Dadish with his missing children in this challenging 3D platforming adventure.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Overall pretty cute game, I love all the fun conversations at the end of the levels. However, there are some extremely frustrating parts where it's just unreasonably precise or hard to see where you land. Also, I bought this at a heavily discounted price and I don't think 15$ would be worth it. There's just not enough there to justify that price. Personally I'd say somewhere between 5 and 10 would be a fairer price.
As someone that did NOT grow up with any video game console, other than a handful of CD-ROM games and the library of Flash games (that used to commonly be) found on the internet, Dadish 3D is thus far fulfilling my dream I had as a kid by being the 3D platformer reminiscent of those video games I never got to play. I've experienced a decent share of Thomas K Young's repertoire through the original Dadish and Super Fowlst for the iPhone. He brings a certain retro charm to all of his games that never feels too on-the-nose yet always stays consistent. I'm only one world in. So far, no level over stays its welcome and it strikes a good balance of having some difficulty when needed but never at the expense of enjoying the game. It's not a baby game, but you don't need to be a pro to enjoy it by any means. It's the kind of game I think you could introduce to anyone. The music is top-notch and all the dialogue bits are a lot of fun to read. Is the game worth $15? Umm probably not. With only 50 levels to beat and all of the levels thus far having been pretty bite-sized (again, only one world in), the price feels a bit much in my opinion. I say it's the kind of game you'll be better off treating to yourself when it's on sale. That said, I HIGHLY encourage you to check out Thomas K Young's games and to support him as a developer. He's really got something going on you may not find in many other places.
I hate to be that guy but I'm leaving a negative review because the game is entirely unplayable with mouse&keyboard. The sensitivity is sky high (no in-game slider, ignores Windows settings, no registry value/config file) and the camera "fights" you as you try to look around. It's unbearable. Look, I'm aware that the game is yelling "controller recommended" at me from every direction. I just really, really don't like controllers. It would take about five minutes worth of development time to implement viable mouse support and maybe another half hour for a fancy sensitivity slider. But it's not there.
OK SOOO, It's fine, This game feels like eating food without salt, BAD? no, But yeah it could have been more polished and like each world had a power up like dash or dig would have been great, As a first game for me in the series, i was lost regarding some charcters, but yeah still and ok ish game... 4/10
Game is cute and chill but it's way too slow to be enjoyable
Great short platformer
Had never heard of the Dadish series before this game, but despite diving in fresh to this latest one I still had a lot of fun. This 3D entry plays like a more relaxed take on Toree 3D with an occasional focus on mild puzzle solving. I really loved the cute n chunky low poly visuals!! also you can jump on giant mushrooms and they'll launch you really high, so its a certifiable good game.
Short, simple, charming. I enjoyed it for what it was. Dunno if the 2D ones are better as others have said.
Game of the decade.
To start off, one might think that with my bias towards 3D platformers I wouldn't be able to make an objective recommendation for something from this genre without delving into nostalgia. However, contrary to popular belief there are praises and criticisms to be made aside from comparison here and there when it's suitable enough to do so. So with that out of the way, let's get to it. Dadish as a franchise now with more than 3 games centered around a father who somehow just keeps losing track of his children has gone into the third dimension. Indeed, this 2D platformer that linger between casual and precise has now some gameplay changes and to me they lean this product more towards the former. As expected, the camera movement is in control of the player and while it can sometimes get behind bushes and trees the levels are so vast in extension that this is rarely a problem. Also, jumps now have a shadow that can make the depth perception problem a little easier even if it's not cast on pits. Fortunately, for these jumps the hitbox on both Dadish and the platform is big enough to compensate as well as the coyote time implemented accordingly. As a result, Dadish feels natural, forgiving and tight to control. In addition, the enemies don't pose as much of a threat as before as with their placement and the size of the fields you'd find yourself going around them to be the preferred option. This can even be applied to jumps between spikes and boulders coming towards you, letting you "cheese" the intended path for a shorter version. Depending on who you ask this can be considered a design flaw or a way to motivate speedruns as there have been bad examples of this in the past (like Mega Man X7). Either way, I found myself gravitating towards the latter and cutting completion times in quite a quick fast because of it. Furthermore, there are 2 special levels worth mentioning while talking about the gameplay. The first is the Burgurgular ones which much like 2 are auto runners although this time you go forward with a fixed camera that prevents it from being stuck but can make for some depth perception problems in some particular jumps. The second is the daikon levels, otherwise known as the Crash Bandicoot levels as you get chased towards the camera while you try to escape as fast as possible. These were the most challenging ones not due to time reaction but rather your movement speed not being able to compensate for small mistakes. In fact, one of them features a particular star that can be a bit annoying to get considering what you have to do. Speaking of which, stars return as an excuse to explore the levels and in this case the third dimension certainly gave the dev more of a reason to get creative. Some are quite well hidden if you're not used to checking for ledges or turning the camera around and none require you doing crazy jumps or some air maneuvering like you would give some collectibles of platformers of old (Spyro 3 comes to mind). Take in mind that these are completely optional after all so even if you don't find them while exploring you may find yourself glazing at some details while snowmen, sandcastles and more that you can interact with. Lastly, it wouldn’t be fair for the game if I didn’t mention the boss fights and the witty lines you have with your child at the end of each level. As such, each boss is different like in the other games and while the third dimension is used for the way to defeat them they do still come off as quite easy until the final one whose fight is probably the longest because of certain waiting sections. Regarding the lines, I consider some of them to have cracked a smile but others didn’t click unfortunately. Humour is subjective after all. In short, I can safely recommend this one as a cheap 3D platformer alternative to the ones being recognized at the Game Awards and the such. Oh, and don’t fret over not owning a ps5 as you may jam to the beats of some of these levels instead.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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