One Push Man by harusame

[raw]
made by harusame for LD 38 (COMPO)

LD38_02.png

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)

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🗨️

Feedback

AVAVT
26. Apr 2017 · 13:38 UTC
This game is so adorable! I love slimes and I love killing them better!

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?)
Yami no tenshi 8
26. Apr 2017 · 19:56 UTC
Hey, this is a really funny game ! Had good time on it, it reminds me of Crash Bash, where you must eject your opponents from the ice floe, getting some bonus or penalties. I agree on the comment above regarding some strange collisions or getting blocked in the ennemy. I also love the references you put in the game (One Punch Man, Shovel Knight...), really smart ideas, adding even more fun to the game ! Here is my best score, can somebody beat it ? :grin:

![OPMScore.png](///raw/c60/3/z/28b4.png)
GameQuester
30. Apr 2017 · 11:20 UTC
Beside the mentioned buggy collisions with enemies, this game is really well done and fits the theme well. I especially like the graphics and music. I will rate the game when the rating system is up.
🎤 harusame
30. Apr 2017 · 14:06 UTC
Thanks all !
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 !
DragonZlay
02. May 2017 · 00:59 UTC
This has good graphics, music and fits the theme well, but I found that if you push an enemy against a wall with a weapon, it makes UNGODLY SOUNDS
kantieno
02. May 2017 · 07:34 UTC
I enjoyed it! 70% of my deaths were me walking off the edge and the other 30% were the blue slimes just shoving me all the way! The art was nice and cute and fit well. The main thing I would ask is maybe some way of giving you a chance to recover when you almost walk off of your own volition such as teetering at the edge for a second, just to make it harder to kill yourself. It's a good entry though, good luck!
caterein
03. May 2017 · 19:05 UTC
Really cute game. Loved the graphics and art style. Most of my deaths were because I was too excited to push the slimes off the cliff haha. Well done!
Vidinu
03. May 2017 · 23:32 UTC
Simple mechanics but addictive. The slims, the main character and the place are so cute :D

The sound is good but when there are too many enemies my head explodes xD

Very polished game. Nice job ^^
mikea
04. May 2017 · 22:58 UTC
Gotta love the pixel art on this! :)
bacontree
06. May 2017 · 16:14 UTC
One thing I thought of is that you could shorten the spawn time after having pushed every slime off so you don't have to wait so long for the next one. Other than that, simple and fun game. Very well made. I really like his comments when you grab the powerups. Good job!
Raysangar
06. May 2017 · 16:50 UTC
So addictive! I like the references and the art. Totally agree with @bacontree about spawn times. I have been trying to reach 100 points for a lot of time, but i am too bad. Great game, congrats!
morrilet
06. May 2017 · 20:16 UTC
This was a cool idea, but I think that it was a little slow. The time between waves was too long for my taste. Also, I found that even with a weapon I was still getting pushed around pretty easily and hardly pushing the enemies. That, I think, is a problem with collisions (which is basically the whole point of the game.) This was a cool idea, and the art and music were good, but I think that the gameplay could've used some more polish. Good work overall, though.
🎤 harusame
07. May 2017 · 14:31 UTC
Thanks for comments :)

I know there are some bugs with collisions and sounds, I work on a post-jam version to fixe and improve this.
daanvanyperen
07. May 2017 · 14:31 UTC
What an amazingly cute game! Got to 73 points. Nice to see a fellow LibGDX fan!

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.
feips
07. May 2017 · 14:59 UTC
I really like the game, but sadly, I am way too bad, I only got 30 points.
tweedle
07. May 2017 · 18:35 UTC
loved the art style and the simple mechanics - very well done! noticed some of the above mentions bugs otherwise I'd like a bigger screen resolution :smile:
tylerraz
07. May 2017 · 19:08 UTC
Pretty fun; I like how the enemies can grab power-ups and interact with each other. Sometimes the SFX on collisions can become a little too frequent/overpowering.
cerno-b
07. May 2017 · 19:18 UTC
Pretty good, beautiful game. 42 was my max score, could probably be better.

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.
tobia88
08. May 2017 · 04:49 UTC
Good game with good graphic, it quiet similar as a top down super smash.

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.
philomory
09. May 2017 · 18:30 UTC
This game looks and sounds really nice, on par with Jam games rather than other Compo entries. Also, it's funny that the enemies can also grab the power-ups. That said, I feel like the game was a little bit unfair in terms of the difficulty ramp; maybe I'm just bad at the game (ok, I'm definitely bad at the game), but I felt like I was dying quickly enough enough that I didn't have a chance to get any better at it. I'd suggest starting off with some easier enemies who maybe are hard to push off, but don't push you back at all, so that you have a chance to get used to pushing enemies away; I found myself, often-as-not, just walking off the edge, following the enemy I had just pushed. Actually, maybe a little waving-arms "whoa" animation and a split-second delay to recover when you're going to walk directly off the edge (obviously not triggered if you get _pushed_ off the edge).

Other than that, this is pretty sweet!
SiegfriedCroes
14. May 2017 · 15:17 UTC
Really well made little game :) The pixel art graphics are really well done. I fell off a few times while trying to push of an enemy ^^'