

Tough 2D platformer that breaks a lot of unwritten design rules/assumptions Ive held for years. Breaker was made for the "Game Breakers Toolkit Jam", in which the goal is to make the worst game possible. I decided to try to look at the various rules I have begun to follow over the years when it comes to making games. I follow these rules so my games wont be bad, but maybe Im wrong. So here I try to break them to challenge my assumptions. Im pretty sure if you can beat level 1 you can beat the en...





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