Push Me Pull You is a sports game for four players.

BASICALLY you control one end of a sports-monster. Your partner controls the other (or you can try and control both at once)

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BUT you can’t move the ball on your own, so you’ll need to coordinate and use your body to hold it

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AND you can change the length of your body as you play!

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BUT REMEMBER that you can push harder when your body isn’t stretched, so it’s better to use your head

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AND YOU WIN BY keeping the ball in your half of the court so that it fills up. When it’s full, you score a point!image

PMPY at Indiecade & Freeplay

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Nico, Jake and Michael will be in LA this weekend for Indiecade. At the festival, PMPY is part of the eSports Showcase, which features games that “combine a high skill ceiling, experimental forms of conflict and teamwork”. It promises to be the best place to play high-level competitive PMPY, so come down and put your friendship to the test - if you dare!

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Then, back in Melbourne on October 18, we are showing PMPY as part of the Freeplay festival’s Parallels showcase. Parallels will be hosted at ACMI in Federation Square, and features a free Playday from 11am, and then presentations from creators in the evening. You can get tickets to the evening session here. Warning: this will be our first time talking publicly about the game in our home city, so we might get a bit emotional.

PMPY goes to TOKYO

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While Nico, Jake and Michael are busy at Fantastic Arcade in Austin next week, Stu is flying to Tokyo to exhibit Push Me Pull You at the Tokyo Game Show, where we’ve been invited to present as a featured game in Sense of Wonder Night.

We’ll have a booth in the Indie Game Area set up throughout TGS from September 18th - 21st. If you’re in Tokyo, come say hi! Here’s an extremely arcane map to help you find us:

PMPY at Fantastic Arcade!

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We are super pleased to announce that Push Me Pull You is a spotlight game in this year’s Fantastic Arcade!

As a spotlight game, PMPY will be playable in a custom arcade cabinet(!!!), and there will be an official tournament to find out who are the very best friends in Austin. Fantastic Arcade runs September 18-22 in Austin, Texas. Jake, Nico and Michael will be there in person, so if you are coming to the Arcade, make sure you come and say hi to us.

On character customisation

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One of our earliest design goals for PMPY was to let players create their characters. This was initially a little hard to justify, considering how small we were trying to keep the scale of development - this was a totally aesthetic decision that’d take a lot of time to get right, and wouldn’t do a lot to enrich the mechanical complexity of the game - but we quickly recognised how much a customisation system could magnify the competitive spirit of local multiplayer games.

Local multiplayer games - especially ones that you play over and over with the same group - are really good at fostering attachments to your favourite character. After playing as Luigi more than a few times in Mario Kart, you come to identify with him. Rather than offering a handful of bespoke characters to choose from, we wanted to make this an expressive choice: giving players a bit of agency and breadth in deciding how they’d represent themselves is meant to make the game feel a little broader in scope, and hopefully a lot more inclusive (i.e. this is a game that ANY sports-monster can play - not just these few pre-made characters). This all sounds very basic and self-evident, but it took us a while to really identify how a choice like this was going to affect the tone of our game (or, to put it more simply: sometimes you don’t know why you’re working to put a comb-over haircut in your character customisation, you just know that it’s the right thing to do).

The other thing that happens with regular play and consistent character selection is that you end up with an intuitive understanding of how your opponents are represented onscreen. The four of us are so attuned to each others’ respective characters in Samurai Gunn, Towerfall, and even Hokra, that we don’t need to spend any time figuring out how the characters in-game correlate to their players. If I behead the orange demon in Samurai Gunn, I don’t need to do any mental legwork to know that I should be gloating at Nico - I get to gloat at him immediately and unrepentantly. Once these character-player relationships are internalised, games immediately become more readable, and (importantly) more sociable - hopefully, through our character creation system, we’ve made it a little bit easier to enable this internalisation.

- Michael