Final Push by Rik_Thunder
Final Push is a game where you push crates into walls and try to arrive at the final stage to defeat a teleporting robot.
The character's name is Rik. The Robot is called Robobo.
I'm sorry, but the game is not able to save.
I'm not sorry for the music!
Controls: W - move up S - move down A - move left D - move right
Space: push crates
Esc: exit game
Backspace: restart game
Ratings
| Overall | 369th | 3.36⭐ | 27🧑⚖️ |
| Fun | 196th | 3.542⭐ | 26🧑⚖️ |
| Innovation | 387th | 3.146⭐ | 26🧑⚖️ |
| Theme | 575th | 3.065⭐ | 25🧑⚖️ |
| Humor | 322th | 2.477⭐ | 24🧑⚖️ |
| Mood | 393th | 2.87⭐ | 25🧑⚖️ |
| Given | 26🗳️ | 25🗨️ |
Yeah, I noticed while test playing. but since it'S not gamebreaking, I didn't bother to fix that bug ^^°
true. after the compo a friend of mine told me that restarting the rooms is really easy to do. I didn't realize that at the time, else I would have included that. well. next time! xD
The screen doesn't scale itself automatically on a 4K display, but manual DPI scaling makes the game quite playable. It's not that big of a deal anyway, as long as the game is playable, and this one certainly is.
The biggest con I've got in mind is the fact that the only "restart" hotkey restarts _the entire game_, and not only the current level, which, given that you can absolutely do something erroneous and ruin a level completely, is _a little_ more irritating than it needs to be.
In the final level, I managed to put one of the moveable walls on the left edge of the playing field, and then managed to teleport both myself and Mr Robobo _inside_ that wall. I somehow ended up pushing the wall to the right, so all went well. The robot's teleporting mechanics were somewhat random, or -- more likely -- I couldn't establish a pattern from a single go.
Good game though. Very good.
and yes...I wish I knew beforehand how easy it as to implement restartign rooms ^^° I'm so sorry.
yap...the teleport was really random. with no pattern. but was bound to lose the struggle eventually. blame my lack of ingenuity.
:)
I will evaluate better in the next comment.
0 - Main Mechanics:
The mechanics of pushing boxes (with several different characteristics) to reach the end of the level was interesting and challenging as the stages progressed (until I was stuck without understanding how to solve, involving three "engineer", or something). At the last level I played I took a key from inside a wall (it seemed), so I was curious to know if there were more hidden items (but the restart button prevented me from having an interest in it). When I threw a "box" over a hole it covered the hole (as expected), from there I threw a second box and it seemed to make a mistake (this in the last level I played).
1 - Secondary Mechanics:
As the main mechanics are quite varied, I believe there is not much to talk about secondary mechanics.
2 - Learning Curve:
With each new element there is a curve to be analyzed, since there is no explicit tutorial at play. Some elements were well presented, clearly. Only two things were confused (the key in the first level where there are "engineer" and "engineers" themselves.
3 - Flow:
The stages provided challenges that did not limit me (the three times I played), except for the last two levels that I managed to reach. The level of challenge in the previous ones corresponded to my growth in terms of learning the game. Maybe I missed some reference or I stopped trying specifically what I needed to learn what was needed for the levels mentioned. One thing that broke my game experience flow was reset not to send to the same level but rather to the beginning of the game as a whole (it may be that implementing a maximum number of chances is ideal for the Ludum Dare version of this game).
4 - Love Points:
The challenging mechanic itself was the most interesting shot.
5 - Presentation of the Narrative:
I did not notice narrative to be presented, perhaps fit more as "sport" than as "game based on narrative". So there is not much to evaluate here. In case of continuity of the project, it may be interesting to add playful narrative elements to cover the routing between levels (as well as present new forms of interaction).
6 - Art Polishment:
The music irritated me after playing twice, so I believe that changing the song (even if small) between the stages can maximize the use of the music created for the game. I say that, but I recognize that it was a good job, I'm not a specialist in the field.
The graphic art elements were good, most explained without further investigation. Of course there is always room for polishing, but given Ludum Dare's time, I think it would be for the possible continuity of the project.
7 - Monetization Attractiveness:
I think the game can sell to smartphones, apparently to be casual. Monetizing by direct selling (less interesting in my view, but I may be wrong) or through advertisements, and even through the sale of "lives" in case of an interconnection with social networks and such.
8 - Community Generation:
To generate community I would suggest a page on Facebook, but I do not know if it would be ideal (invite me to follow the page if you create it).
9 - Cultural Dialogue:
The game can talk more about culture (in the sense of adding to culture, or being influenced by culture, increasing the niche of players) with the addition of narrative, hence new opportunities could emerge.
I can relate to the music irritation.
huh. alteration of music between stages. alright.
whee. that was an indepth analysis o.o thank you for your feedback and time, friend :o
I'll take it into concideration
I thank you very very much for playing and rating! ^_^
I finally reached the minimum! xD just in time!