OK, I finally uploaded a video of my playthrough, it can be found here:
Play game
Just Push the Button's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metaness Quality | #5 | 4.333 | 4.333 |
Uniqueness of Metaness | #6 | 4.148 | 4.148 |
Gameplay Innovation | #9 | 3.852 | 3.852 |
Overall | #18 | 3.889 | 3.889 |
Fun | #23 | 3.593 | 3.593 |
Aesthetics | #33 | 3.519 | 3.519 |
Humour | #41 | 3.148 | 3.148 |
Audio | #82 | 2.148 | 2.148 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Relevant Metaness Categories
How is your game meta (within each relevant category)?
Are you sure you want to know? There's a high potential of spoilers here! Well. Ok, here we go.
Breaks the 4th wall: that's the easiest to spot, especially with the scrolltext in the 1st screen. The game is well aware of its player. The fact that the mouse pointer is no more moved by the mouse but with arrow keys, and then is blocked by walls and acts on its environment like any player avatar, while never stopping being a mouse pointer, is also part of that.
About Games Development: the whole game revolves around coding and program functions. At first your ability allows you to understand simple functions. Then the more you learn, the more your ability to understand them grows, and more complex functions get easier to read and set. More subtly, it also deals with gameplay choices made during game development: should it be a platformer? A top-view adventure game? A RPG? A puzzle game? Well, the game mixes all these, as choices are also a matter of parameters.
Genre Deconstruction: When done minimal, it's hard to tell apart top-down (à la Zelda) and side (platformer) views. What is a wall in top view can be a floor in side view. The game plays with this, having both views, and allowing the player to switch controls types. Would I've had more time, the graphics set would also switch between top-down / platformer spritesheets.
Game Mechanic Deconstruction: the RPG mechanic don't reflect here how powerful you are face to opponents, but what is your ability to understand complex functions and your growing experience with this. Just like IRL. The adventure part twists well known fixed screens games mechanic, which usually don't loop if exits face each other. Something the player can switch on/off too, making it a puzzle feature. The respawn mechanic used in many game also usually don't allow player to choose where to respawn, to the point of making it a puzzle element.
Sadly, there are many ways to make much more clever puzzles, but the level design has been quite rushed because of time constraints. Still tried to feature all those elements.
Please list any pre-made art/music/other assets that you used.
None. But I used the same shirt twice.
How many members in your team?
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