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Rule Breaker's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1352 | 3.400 | 3.400 |
| Artwork | #2581 | 3.400 | 3.400 |
| Enjoyment | #2727 | 3.200 | 3.200 |
| Narrative | #2753 | 2.600 | 2.600 |
| Creativity | #3635 | 3.333 | 3.333 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Stuck in an endless dungeon full of skeletons and restricted by peculiar rules. Players carry an arsenal of different weapons that are used in a repeating cycle/loop in turn-based combat.
(Optional) Please credit all assets you've used
https://pixelkiss.itch.io/rpgweaponpack
fesliyanstudios.com
freesound.org
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Comments
Love you pixel character designs.
Great idea, and very interesting theme interpretation. We were thinking about "breaking loop" theme, and happy to see someone put it into action :)
Initially, I felt like the main mechanic was underpowered/irrelevant - you have close to zero control of your order of actions (and their attack type). But after I encountered the first shop and it had "your next attack is X" - it clicked! But I think it's worth putting shop earlier (like after the first fight or so), because until the first shop, it felt like I had no control in the game.
Also, it would be way easier if you made an explicit hint that your weapon now changed attack type - it had me experiment a bit to see if it actually works. And it feels like your attack type priority is reversed to what's usually used in this kinda of game, which adds to the confusion :) Although it might be intentional - you broke the rules there :D
That said - great game, really enjoyed it :)
Thanks for playing! Each weapon's has its own attack type, and your attack type for the current turn is based on your current weapon. Basically "your next attack is X" skips weapons in the loop until it chooses a weapon that is of X type, which is then shown in the bottom right during your next turn. Should've explained it more somewhere.
Having little control in the first stage is true, but I did balance it to make it really hard to lose, but I agree that is makes the game slower in pace. You are still able to use the Break ability in the first stage, which lets you change to any weapon, but there aren't enough enemies in the first stage to fully charge it. Will probably make the starting stages shorter and also increase starting money.
And yeah, I agree with the types being confusing. I basically copied the type-triangle from a game called Melvor Idle, but replaced ranged with defense (which doesn't really make too much sense). Yeah, thanks for the feedback.
So the idea is good and very fun! It makes me want to play to see what other weapons there are. Other thing is that the game crushed 2 times. Some info abut that is that when I enter the game the game really messes with my other monitor and it doesn’t let it display things, and after some time the game crushes! Anyway the game is great, good job!
Now that's something I have never seen before. Is it on the web build? Is it your browser? All i can say is that it's just unfortunate because that has happened to no one else. Maybe move it to your main monitor? (not that I know a lot about it since I use a laptop). Or try not playing in fullscreen.
Anyways, thank you for playing, or at least trying to!
edit: By the way, I was going to name my game loop breaker, but I knew at least 1 other person was going to do that so I made a little twist lol
The name of my game was a last minute thing, not going to lie. Because when I was thinking for the idea there where a lot of names and I didn’t like any.
So I am using a laptop too, but I use an adaptor usb3 to HDMI to be able to use a second monitor. I stopped the second monitor to but it still happened. I played the game but the crush just happened after some time so I got to play some of it.
Yeah, i'm stumped :/ thanks a lot for trying again.
A fun game with great music.
I love the music
A turn based game was a nice change of pace, thanks for the breather! Music and sound were really good and the attacks felt nice and satisfying. I was a bit confused about how some enemy health was 100 and took 1 hit but others were 84 and took more than 2 hits, unless that was part of the "rule breaking" that I didn't read properly.
Fun game!
There is a type chart/triangle in this game, which is maybe why you were getting confused. Most mechanics are explained by the INFO button (but I will admit, it's not the prettiest thing to read).
Thanks for playing though!
Ah I see thanks, I'll give it another go :)
Great music and concept! I enjoyed going through the different weapons and found the sound design to be very satisfying
Thank you for playing!
I quite like the music and the audio overall. Arts is simple but it's kinda like not that important I guess for like a spreadsheet-like game like this lol. The different weapons were also interesting to play with.
I have a bit to say on the UI part though. First of all is that it's currently obstruct part of the text of the cards/weapons so it's hard to read what they do. Secondly it's that it just seems randomly to me that it's not responding to my mouse cursor, for no discernible reasons. That's quite a bad thing considering that this is game played entirely through UI.
Is it that there were these black(ish) bars going in the middle of the screen? For some reason, this bug occurs on some devices and I have no idea why. Some people get it, some don't. Maybe it's a web only thing but I'm unsure.
Thanks you for playing despite the bugs!
Edit: After a little bit of testing, it seems that the bug only occurs in fullscreen. I've doubled the default size of the window so the game is more playable outside of fullscreen. It would be very appreciated if you were to tell me if you get the same issues while outside of fullscreen.
For me I don't see any black bars.
I'm just saying that I think it's weird that the UI elements are not separated so you get text in between the buttons like this, and it's not a good user experience. Furthermore, you can't see the mouse pointer here, but in this screenshot I'm having my mouse hovered on on of the button selection and sometimes they will be highlighted and selectable, sometimes they don't (like in this screenshot).
Edit: Just saw your edit and I wasn't playing it in fullscreen either.
I guess this is a consequence of developing solo, you can't pick up on bugs like these. This is how its meant to be displayed. I'm not really sure what's going on and how to fix it.

Anyways, big thanks for coming back to try again!
I saw you were using Godot, are you using a HBoxContainer to line up the UI elements, or are you simply using a Control node own position to place them around the screen?
Yeah I'm using the position... I should've read up on how to properly use Controls before making this.
What I should've done was put all the UI at the bottom in a singular vBoxContainer, right? Or am I still wrong?
Yes, you should use a HBoxContainer to line up your different elements when you want to display them horizontally. It prevents these things from happening when you try to display your elements with different screen sizes and resolution etc. Godot has very good UI capabilities, and I have heard experienced users enjoy working with them a lot more than other game engines, but it is a whole can of worms and something to be learned. I'm not that good at it myself yet (as evident in my own entry).
It's ok, it's not the end of the world, and after all the main purpose of these game jams is to learn these things so you become better in the future.
I really appreciate the help. You don't understand how helpful this is (though it's something I should've learnt before anyways). Thank you a lot once more. I'll probably fix this game later using proper practices.
love the pixel weapons on the bottom left! looks great to just trow it in there with very large pixels :) You did scare me with the large wall of text in the info page. I get that its not easy for a jam. But a tutorrial works a lot better, no one has time to read ;)
as feedback i might have gone for a faster pasted system, more like one kills, big loses big gains kind of thing that its more like a highspeed verson of this time of game. But i do honestly like it, feels fun and friendly!
Yeah, all very valid feedback. I compromised a bit by making the tutorial text accessible during battle, so you can double check stuff easily. There are a lot of issues with flow and pace, but it was my first time making a game even remotely similar to this. In hindsight, I probably could've added a speed up button very easily, but the thought did not come to me at the time.
Thanks a lot for playing! Very useful feedback here.
We all struggle with rusing and time going to quickly and ending up with a lot of things unfinished ;)
This is really cool! It just gets better after each upgrade! The variety in weapons and items is fun to have. Great art too :)
An addictive gameplay loop
creative take on the theme!
great idea, very creative!!
looping through attacks is a genius approach. its like an autobattler/deckbuilder but you have dif options for each weapon spending energy.
Thank you for playing! I’ve recently been playing a lot of auto chess so I went into this jam wanting to make an auto battler, but it kinda just transformed into this.
Really good implementation of the theme, good job!!
Thank you! Your game was super fun!
Ey that's a nice way to include loops! If you will continue developing the game, would be nice a hint about the next enemy's ability loop, to set up your weapons. Maybe if you pay an oracle or something!
Yeah, that's something I was struggling with coming up with a solution for, since at later stages if you get a bad matchup when an enemy spawns, it's kinda over. I opted for making some decently strong defensive items, and also the break ability, but it doesn't really fix the problem. There's actually 3 items in the game that have abilities that can change your next turn to be a certain damage type too, but all this just goes to show how I don't actually think of the best solution lol.
Anyways, thanks for playing.
Enjoyed the music and gameplay!
Very cute! the gameplay was simple and fun, and i liked the animations when attacking and defending, very much the RPG vibe. Also the pixel art for the weapons is top tier.
Good job!
if you wana try out my game its here! - https://itch.io/jam/gmtk-2025/rate/3781036
Took me a lil bit to get the hang of it, but once I did things went pretty smoothly! I like it that you can see you enemies' weapon cycles as well, gives me some more room to plan things ahead!
I liked the idea, graphic is charming and music/sounds fitting. Dont really have anything to add other that basic shield is kind of OP with over 50M damage (with just few clicks). ;)
Wait what, 50 million damage? I thought I fixed that lol.
Can you tell me how to replicate?
edit: I believe I found the issue. Even though I did balance the game, I forgot about the starting weapons, which were too cheap to upgrade which led them to becoming too strong, too quickly :/
I updated the description to hopefully guide players to play the intended way. Thanks for pointing it out, it annoys me so much that something small got through.
I tried to replicate bug and I wasnt able to do so. Basically after lvl5 when I was cheking what can I upgrade I noticed that the basic shield cost 0 to upgrade. After upgrading it a bunch (going through level and doing it again) it was able to do around 53M damage. Im not even sure what happend, maybe some unity shenanigans.
I agree with you that the starting weapons are little to strong, I would you may be able to balance it with better abilities (maybe weapon can deal 200% of damage and boost next weapon -> basic weapon is outclassed), or just scale their damage slower compared to other weapons.
Still though I enjoyed myself, good game. :)
Yeah, I was caught up in balancing and testing all the weapons with special abilities that I completely forgot about the normal ones lol. I should've spent more time balancing the upgrading system since I kinda glossed over it.
Thanks a lot, I've added this stuff to a list of things to fix after the jam is over.
nice idea ! playing it was relaxing