diff --git a/sara.objectionable.solutions/assets/break-utopia-video.mkv b/sara.objectionable.solutions/assets/break-utopia-video.mkv new file mode 100644 index 0000000..d3371d7 Binary files /dev/null and b/sara.objectionable.solutions/assets/break-utopia-video.mkv differ diff --git a/sara.objectionable.solutions/assets/going-video.mkv b/sara.objectionable.solutions/assets/going-video.mkv new file mode 100644 index 0000000..d7da204 Binary files /dev/null and b/sara.objectionable.solutions/assets/going-video.mkv differ diff --git a/sara.objectionable.solutions/projects/break-utopia.html b/sara.objectionable.solutions/projects/break-utopia.html index 3d30740..abfbcdb 100644 --- a/sara.objectionable.solutions/projects/break-utopia.html +++ b/sara.objectionable.solutions/projects/break-utopia.html @@ -3,32 +3,36 @@
- + -
- Project Type: Godot, Character Action
-Project Timeframe: 2 Months, 2025
-Project Type: Godot, Character Action
+Project Timeframe: 2 Months, 2025
+- An angry game about the fantasy of physically breaking down the technological systems that restrict us. From the top down. With a big hammer. + An angry game about the fantasy of physically breaking down the technological systems that restrict us. From the top down. With a big hammer.
-This game falls into the lineage of Agoraphobia and Going. It's a solo project where I try to make something approximating a full game with as much of my own skills as possible. Where Agoraphobia was a technical success but a design failure, and going built on that failure but still didn't quite make it. I believe that Break Utopia manages to do the things I set out to achieve quite well. It's a satisfying game with a message that (if players are to be believed) was conveyed well. Testers expressed desire to continue playing, and laughed or sympathised with the (rather obvious) message. -
-Most of the project's failures stem from a lack of planning and the unfortunate limits of time. Where I initially intended to build several levels, the time blocked for that was instead spent on graphics and effects work. A priority I don't regret, but that does mean the game is overall less complete than I would have liked.
-As a vertical slice, the project succeeded at what it set out to do, and shows off handily what a more complete version of the same concept could achieve.
-+
+This game falls into the lineage of Agoraphobia and Going. It's a solo project where I try to make something approximating a full game with as much of my own skills as possible. Where Agoraphobia was a technical success but a design failure, and going built on that failure but still didn't quite make it. I believe that Break Utopia manages to do the things I set out to achieve quite well. It's a satisfying game with a message that (if players are to be believed) was conveyed well. Testers expressed desire to continue playing, and laughed or sympathised with the (rather obvious) message. +
+Most of the project's failures stem from a lack of planning and the unfortunate limits of time. Where I initially intended to build several levels, the time blocked for that was instead spent on graphics and effects work. A priority I don't regret, but that does mean the game is overall less complete than I would have liked.
+As a vertical slice, the project succeeded at what it set out to do, and shows off handily what a more complete version of the same concept could achieve.
+