BREAK is a 2D Metroidvania-lite platformer centered around the concept of BREAKing the boundaries of the game window.
By collecting gems, the window will become wider and taller, allowing access to more areas. Additionally, power-ups grant more traditional Metroidvania effects such as increased jump height and resistance to certain hazards.
The game started in the middle of my 1080 monitor and ended up stretching beyond the bottom, so I couldn't finish. There was no apparent way to move the window.
I was hoping someone would make a game like this! Very nicely done, the controls and movement give lots of precision so that the game is not too frustrating. The map / progression is very nicely designed. It's a little weird not having realistic gravity, but it works well considering that jump height is important.
Great work! The game was very cryptic and counter counterintuitive at the start, but it all changes while you play it. You get compelled by the mystery of what comes next. The game gets very difficult after a certain point. I really wanted to know how it ends. I'll finish it later!
People with problems with running out of space: WASD moves the game window, its in the README D:
Cool idea! Controls feel a little weird with the floatiness, but I see why that is needed for the end stuff. Good job.
One prob: I think its possible to get into a dead end if you go down to the laser area before you collect all the gems at the top, can't seem to get back up due to spikes. Had to restart to do it the other way and finish properly.
I liked how there was no window frame, and that it started really small. I liked the way the game screen's expansion was well thought out, never leaving you confused about where to go next. At first I didn't like the weird floaty jumping, but then it was actually used very well to add a lot more variety to the challenges. For example, floating down slowly and dodging left and right, or having to hit your head on the ceiling first and then moving sideways on the way down. And, also I was immediately able to make the jumps correctly, because despite being low gravity, it was still very responsive and controllable. The art is simple but has a consistent theme, and hazards look... hazardous with that bright green. I think I would still prefer something a bit more detailed for the art, but hey its 48 hours, so it was actually a clever way to have a strong theme and get it done in time.
Hello there. I like that it's made with Clickteam Fusion 2, I made my game with it too! I started with a small moving squere (the screen) but I can't find any gems or anything at all. When I wanted to open the Clickteam Fusion 2 it said: Invalid format. :(
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Kinda reminded me of "Monuments of Mars" from Apogee.
Kind of reminds me of VVVVVV :)
The game gets very difficult after a certain point. I really wanted to know how it ends. I'll finish it later!
Cool idea! Controls feel a little weird with the floatiness, but I see why that is needed for the end stuff. Good job.
One prob: I think its possible to get into a dead end if you go down to the laser area before you collect all the gems at the top, can't seem to get back up due to spikes. Had to restart to do it the other way and finish properly.
I started with a small moving squere (the screen) but I can't find any gems or anything at all. When I wanted to open the Clickteam Fusion 2 it said: Invalid format. :(