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<h1>Break Utopia</h1>
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<iframe frameborder="0" src="https://itch.io/embed/4411429?bg_color=000000&amp;fg_color=ffffff&amp;link_color=ef00ae&amp;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>
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<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>
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<h2>Product Overview</h2>
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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.
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<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.
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<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>
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