One Push Man by harusame

Some monstres invades your little world on the top of a mountains. It's time to push them away ! Loot some tools to explode them, but be carreful, they can take tools too !
Curious to see how a slime can use a shovel ? Play 'One push man' !
Keys : - ARROWS : move - SPACE : for the title menu - ESCAPE : pause
Game made with LibGdx (Java requiered), Bfxr for sound, CgMusic and Photoshop.
Links
- Download Links : ONE PUSH MAN (Requires java)
- Source Code : SOURCES
Voting Category
All categories (COMPO GAME)
Made at the real world gathering in MAME (Tours, France)
| Original URL | https://ldjam.com/events/ludum-dare/38/one-push-man |
Ratings
| Overall | 190th | 3.5⭐ | 24🧑⚖️ |
| Fun | 155th | 3.478⭐ | 25🧑⚖️ |
| Innovation | 172th | 3.417⭐ | 26🧑⚖️ |
| Theme | 183th | 3.625⭐ | 26🧑⚖️ |
| Graphics | 132th | 3.833⭐ | 26🧑⚖️ |
| Audio | 231th | 3.043⭐ | 25🧑⚖️ |
| Humor | 186th | 2.909⭐ | 24🧑⚖️ |
| Mood | 341th | 2.905⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 24🗨️ |
The collision is kinda bugged imo, or maybe I don't fully understand it yet. Sometime I get stuck inside an orange slime and end up standing still for minutes until another slime come and knock me out. And occasionally I would get pushed continuously by a slime without being able to move or dodge, until I fall out.
Generally I feel the theme is really cool, got that nostalgic childhood cardboard fortress vibe we used to play where you pick up a hammer and slam whoever enter our castle until they bleed to death (everybody does it... right?)

I just put a fix for the bug when you are stuck in a slime (only to fix this bug.)
@Yami, It's almost impossible to do a better score than 110 ;) Good job !
The sound is good but when there are too many enemies my head explodes xD
Very polished game. Nice job ^^
I know there are some bugs with collisions and sounds, I work on a post-jam version to fixe and improve this.
LibGDX supports web platform which could help you get your game to more players! LibGDX's web target doesn't take much effort once it's set up, if you generate a new libgdx project and check out the difference in the Gradle files compared to yours it shouldn't be too hard to figure out.
Graphics and basic idea are the game's strong suit. Looking at a picture or video of the game wants me to try it out right away.
Some points for improvement: I felt the collision with the edge was a tiny bit too early, I often had the feeling that the drop was unfair measured at where I was on screen. I also found my ability to push a blob to a bit inconsistent. Sometimes I was able to shovel them across the room like a champ, other times they offered more resistance. But it wasn't clear to me why that was. It may be linked to different colors but I didn't get the difference. Maybe a clearer cue, like size or different sounds would help understand better what effects the player's actions have.
About the items: I didn't really feel the difference between the hammer and the shovel. I felt like the hammer should be more powerful, but it didn't feel that way in the game. Some risk/reward balancing might do wonders in that respect, like using a powerful weapon really slows you down or increases your inertia, thus increasing the danger of uncontrollably falling off a cliff. The potion and the feather didn't feel like valuable additions to the game. I didn't have the feeling the potion made me much harder to push, and the increased speed of the feather didn't help pushing enemies at all.
All in all I think you made a pretty good game that could be super fun and addictive with a few tweaks.
I felt different items are able to stack should make game more fun. Monsters are able to pick the items is nice, but i don feel there's any different when the monster attack me with item. Everytimes i lose the game is because i did the mistake when i was pushing the enemies.
Other than that, this is pretty sweet!