break by DecadeDecaf
A mysterious machine appears overnight. Within the glowing glass, you can make out familiar glyphs used in unfamiliar ways. In break, you play as a wizard who must save the townsfolk from monsters summoned by the machine.

break is an incremental top-down-shooter where the looping code on a computer changes the game world. As you slay monsters and gain gold, you collect disks. These disks are sent to the computer and lengthen the script.
Programming knowledge is NOT required to play. However, it may strengthen your experience.
All design, code, art, music, and sound was made within 48 hours for the Ludum Dare 47.
Tools used:
- GameMaker Studio 2 Desktop (engine and IDE)
- FireAlpaca SE (art)
- Spine (animation)
- FL Studio (music)
- Audacity (sfx)
- GitHub (source control)
Note: A situation arose, so I had to cut my time short to get tested for covid-19. The game is finished, but do keep in mind that I submitted the project about 15 hours early.
| Youtube | https://decadedecaf.itch.io/break |
| Youtube | https://github.com/DecadeDecaf/break |
| Original URL | https://ldjam.com/events/ludum-dare/47/break |
Ratings
| Overall | 85th | 3.861⭐ | 20🧑⚖️ |
| Fun | 70th | 3.889⭐ | 20🧑⚖️ |
| Innovation | 406th | 3.083⭐ | 20🧑⚖️ |
| Theme | 371th | 3.444⭐ | 20🧑⚖️ |
| Graphics | 88th | 4⭐ | 20🧑⚖️ |
| Audio | 86th | 3.722⭐ | 20🧑⚖️ |
| Humor | 99th | 3.417⭐ | 20🧑⚖️ |
| Mood | 313th | 3.139⭐ | 20🧑⚖️ |
| Given | 45🗳️ | 11🗨️ |
The character art is to die for (love the wizard so much), love the cheery music, the sound effects are amazing. Tt can be surprisingly hectic, circling around, blasting the slimes - especially once you unlock alt fire. Very fun, well polished, great game
A couple criticisms:
1. An early upgrade to player speed would be nice, as running all around was a bit slow.
2. A way to modify the computer's code or rearrange things would be awesome. It's what I expected it would be, but I understand the time crunch.
Thanks for the game!
It definitely would've been cool to allow you to edit the code in some way. I wanted the game to be as friendly as possible to people unfamiliar with programming, so if I were to expand upon this idea, it would probably be very minor.
My best idea right now is to "group" snippets of code together into disks, and then you would be able to enable or disable each disk within the computer.
Thank you for playing!
Appreciate the feedback! I'm open to hearing any nitpicks, even if they're very minor.
I agree with the criticism that the difficulty doesn't ramp up enough. During development, there were more increases to enemy stats, but I wanted to avoid making the "upgrades" feel unsatisfying, so I replaced them with more interesting things. In retrospect, I should've made the golden enemies harder than the normal ones; I think that would've helped a lot.
Thank you for playing!
the art is very cute. and I love the music too.
Additional like for mute hotkey :)
In any case, I found it enjoyable enough and did finish it. Visuals, audio and overall polish were top notch, really impressive work considering you had to cut the jam short.
Presentation-wise, I did think the game was bit on the weak side. For starts, I felt the slimes came in a bit too slow, making the initial portion of the game feel pretty long and arduous. Some common polishes, like screenshakes and hit-stops, weren't used in the game, which I thought was a shame. I also think the game could have used more variety in the sound effects department. And I would have liked to see more dialog! The random prop NPCs at the bottom of the level were pretty cute, and I would have liked to see their conversation tree evolve over time.
Still, an enjoyable experience for what's there.
https://youtu.be/6mjxeFKXq_8?t=6766