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PUSHBACK's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #23 | 3.500 | 3.500 |
Enjoyment | #24 | 2.667 | 2.667 |
Concept | #27 | 2.833 | 2.833 |
Overall | #32 | 2.729 | 2.729 |
Presentation | #45 | 1.917 | 1.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
just me
Software used
Godot and Aseprite
Use of the limitation
you are not ENTIRYLY immobile there's just no conventional movement methods because i thought that no movement whatsoever would be boring in this game.
Cookies eaten
I might as well be a walking online newsletter because of how many cookies, crackers, and other sweets I ate
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Comments
I love that you chose squares to represent the enemies. It makes pushing them more satisfying because you see how it affects their rotation and momentum. I think it would be cool if the difficulty changed a little more dramatically and quicker over a period of time. Otherwise, this is an awesome submission. Great job!
I do like the take on an altered movement mechanic. You are "immobile" in the sense that traditional movement under your own power is impossible. However, using physics kickback to get around feels like it's definitely within the spirit of the jam.
I enjoyed this game :) I was surprised to find another submission that uses knock-back as a moving mechanic! I like how you've found a simple way for the enemies to attack, the player knows what is his role from the get go. Shooting is satisfying to do too, congratz :)
Neat little game. It only held my attention for few minutes because there isn't a lot of progression. But it worked, was a great take on the limitation and was fun and easy to play
Really cool little game, enjoyable for a few minutes though not much more. I really like the idea that to beat the enemies you have to push them off screen, tough I would like for them to fight a little if it's not hit squarely in the middle.
A somewhat minor complaint is the interpretation of the limitation. Though I understand that it would feel dry for the player not to move, recoil is technically a way to move.- It doesn't really matter, so it isn't the thing holding it back. Other possible complaint is the enemies pushing you off screen, but the limitation is "you area immobile," not "you are immovable," so I don't particularly mind.
The main thing holding it back is the lack of scaling of difficulty, one moment playing feels like the previous one. From what I've played it seems like if you take the points off there would be no way of telling if the game is several minutes in or it has just started.
Difficulty scaling could help with the monotony, and having enemies get pushed back less when hit on the side, but if hit squarely in the center getting pushed way back, would give it more oomph, that could be accomplished by letting them fight back the push instead of spinning and floating off screen. Other enemy types would also help, maybe one that is faster, but moves in bursts, one that resists push a lot more but is slower and lingers at times, one that moves erratically to try to dodge your attacks. All of these enemies could be more frequent the longer the player has lasted, that would give it more spice.
All in all, a good submission to the jam.
Cool game, although the movement is confusing. Most times I would barely move when I shoot, but sometimes I would go very far and even off the screen a few times. Well done.
ya I noticed that but at that point I only had like 10 mins to submit but thank you for the praise (:
I love the way hitting the enemies feels! Seeing them spin out of the screen is very very satisfying. I think there are a few tiny and simple adjustments you could make to really improve the game feel. Layering the points text on top of the enemy, and changing the player sprite be a white square with an arrow over it with the arrow indicating where you're shooting would add a lot!
that's actually a really good idea, the arrow I mean, if I work on this game some more I will do that