PUSH TO THE TOP!
A downloadable game
Embark on an exciting journey through a world of dramatic competition, where the stakes have never been higher; find a balance between your relationships, your performance and your dreams; and push your luck to see how far you are able to go - or how hard you are able to fall…
But don’t worry - you’ll get a chance to try again, because you know it is your destiny to PUSH TO THE TOP!
This game was made for the #RPGLATAMJAM, and uses Cezar Capacle's PUSH! System to emulate the high-stakes of sports anime and teenage drama!
Here, you will find content to guide you through the entire arc of your competitive journey - from world bulding to your first days as a rookie, the progress of your practice sessions, many exciting matches, obligatory beach episodes, all the way to your retirement leaving an impact on the world - in a campaign that can be played solo or as a group!
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (8 total ratings) |
Author | Catscratcher Studio |
Genre | Sports |
Tags | Anime, haikyuu, push, rpglatam, rpglatamjam, solo, Tabletop role-playing game |
Purchase
In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:
Exclusive content
Support this game at or above a special price point to receive something exclusive.
Community Copies
For anyone who'd like to play our game but cannot afford it right now, feel free to grab one of our Community Copies - especially if you're under financial hardship or part of the Global South!
Each new sale adds 2 Community Copies to the pool, and for every extra $2 tip, we'll add another one!
Regardless, we'll try to always leave at least a couple of them available - but if there are none and you really want to play it, send us an e-mail or a tweet and we'll send you a copy ASAP!
Comments
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Hello, i have a question about how points are assigned during a game. The manual says that you only give one to the opponents when you score 7 or more, but since it is not possible to do this unless we choose to withdraw, it is practically impossible for them to score one. It will always be more convenient to let a 4 or less pass and take a complication rather than withdraw.
What am I doing wrong?
Hey, Emmegi! We're happy you're interested in Push To The Top, and we hope you're going through some triumphs and defeats and epic highs and lows of sports drama!
That's a good question! You are right about Weak Hits not contributing directly to the Momentum Track, and letting the 1-4 results pass being more convenient - but if you face the game asking what's more interesting, and what creates the coolest story (which is closer to the intention of games like Push To The Top!), you're going to roll more dice pushing for better results which could eventually end up with misses; or you might even decide that enough consequences and complications could turn into a point for your adversary if it makes narrative sense!
(as a matter of fact, we should've probably done that in the first place, and made it so rolling a 6 on the Complications table automatically scores a point for your rivals, so there's always a chance consecutive weak hits can end up taking you down! Feel free to play it as such, and let us know how it goes if you do :) we will probably add such a ruling in a future update!)
We wanted to leave most of the game results open ended so that players could take the story wherever they felt more interesting - but we understand how more direct guidance could be useful in such a scenario!
Thanks for reaching out, and we hope you have some sports-drama fun!