Character Design
Created comprehensive animation sets including walking, attacking, death sequences, and boss-specific charging animations for dynamic gameplay.
A Wall Street-themed game where players battle through waves of enemies, all culminating in an epic boss battle.
An arcade-style action game set in Wall Street chaos where players survive increasingly challenging waves of enemys, featuring a progression system and multiple weapon.
Navigate the chaos of Wall Street as you battle through waves of increasingly challenging enemies. Master four different weapon types, collect experience points, and survive long enough to face the final boss.
The core gameplay loop:
Spawn enemies → Battle enemies → Collect points (rats) → Advance levels → Face the boss → Victory/DefeatThe games carefully balanced progression system.
Type 1: Basic enemies (100 HP, 0.6 speed)
Type 2: Fast enemies (50 HP, 1.1 speed)
Type 3: Tank enemies (300 HP, 0.3 speed)
Final Boss: Special charging attacks (5000 HP, 0.6 speed)
Red Weapon (Fire): High damage output
Blue Weapon (Water/Ice): Balanced stats
White Weapon (Air): Rapid fire
Area Attack (Earth): Multi-target damage
Rat collectibles provide experience points with dynamic drop rates. Six player levels unlock weapon upgrades, with decreasing rat probability as players advance (75% → 16.667%).
Six distinct stages with evolving enemy spawn probabilities. Stage 1: 100% Type 1 enemies → Stage 6: Boss battle with all regular enemies cleared.
From initial brainstorming to polished gameplay, the development process involved multiple iterations and creative problem-solving.
Broker Breaker's detailed character animations and environmental assets combine pixel art aesthetics with some magical chaos.
Created comprehensive animation sets including walking, attacking, death sequences, and boss-specific charging animations for dynamic gameplay.
Designed distinctive weapon icons and bullet effects for each damage type, with UI integration showing active weapon status and cooldown timers.
Three rounds of focused playtesting sessions guided major design decisions and improvements:
Developing Broker Breaker presented many unique challenges in balancing gameplay mechanics, technical implementation, and user experience.
Designing six enemy stages with distinct spawn probabilities required a lot of testing. Creating smooth difficulty progression while trying not to overwhelm was a challenge.
Working with GameMaker Studio presented some challenges, including system crashes and debugging complex sprite interactions. This required iterative problem-solving and extensive error handling.
Balancing the rat collection system and experience progression required multiple iterations. Early versions either dropped too many or too few, drop rates had to be carefully adjustment.
Creating an engaging progression system requires careful math and comprehensive playtesting. Small changes in spawn rates or damage values can dramatically the affect player experience.
User feedback was crucial for identifying the pain points that were invisible during development. Each playtesting session revealed specific areas for improvement that wouldn't have been apparent otherwise.
Working with GameMaker taught a lot about patience when it comes to debuging and also the impotance of patience when working with other programers