46 lines
2.5 KiB
HTML
46 lines
2.5 KiB
HTML
<!DOCTYPE html>
|
|
<html>
|
|
<head>
|
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
|
|
|
<script type="text/javascript" src="../shared/jquery.min.js"></script>
|
|
<link rel="stylesheet" href="../shared/style.css">
|
|
|
|
<div id="site-header">
|
|
<script>$(function(){$("#site-header").load("../shared/header.html");});</script>
|
|
</div>
|
|
</head>
|
|
<body>
|
|
<h1>Break Utopia</h1>
|
|
<section class="project">
|
|
<video height="500" style="max-width:100%" muted autoplay controls>
|
|
<source src="../assets/break-utopia-video.mkv">
|
|
</video>
|
|
<iframe frameborder="0" src="https://itch.io/embed/4411429?bg_color=000000&fg_color=ffffff&link_color=ef00ae&border_color=ffffff" width="552" height="167"><a href="https://sg-dev.itch.io/break-utopia">Break Utopia by Sara</a></iframe>
|
|
<a class="git-block" href="https://git.objectionable.solutions/Sara/break-utopia" target="_blank">
|
|
<div class="git-logo"></div><h2>Sara/break-utopia</h2>
|
|
</a>
|
|
<h2>Info</h2>
|
|
<ul>
|
|
<li>2 Months Runtime, 2025</li>
|
|
<li>Solo Developer</li>
|
|
<li>Vertical Slice</li>
|
|
<li>Godot C++ Module</li>
|
|
<li>3D modeling</li>
|
|
<li>VFX</li>
|
|
<li>Gameplay programming</li>
|
|
</ul>
|
|
<h2>Product Overview</h2>
|
|
<p indented>
|
|
An angry game about the fantasy of physically breaking down the technological systems that are used to control us. From the top down. With a big hammer.
|
|
</p>
|
|
<p>
|
|
</p>
|
|
<h2>Postmortem</h2>
|
|
<p>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.
|
|
</p>
|
|
<p>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.</p>
|
|
<p>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.</p>
|
|
</section>
|
|
</body>
|
|
</html>
|