Glitch Game Prototype

Being developed in Unity/C#, art in Blender and Gimp.

This is an idea I've had for a long time, inspired by late nights in high school chasing glitches in Halo 2. I wanted to make a game about using glitches to break out of the bounds of a "normal" game.

In this prototype, there are 3 main glitches the player can utilize. The first and most prevalent: the ability to completely turn off player collision. At any time, the player can turn of their collision, turning into a ball, and jump through any wall or fall through any floor.

Next, the player can wall ride. If they turn on their collision while passing through a wall or floor, the character will clip along the surface in the direction of the character's velocity before wall riding. This can be used to reach great heights or zoom along the ground.

Lastly, my version of the Halo 2 super bounce. Similarly to Halo, the super bounce allows the player to reach otherwise inaccessible heights. The bounce first needs to be primed. In this prototype, the bounce is primed by wall riding for a certain amount of time. You can tell you're primed when the character flips upside-down. The player then needs to jump onto a spike. The player's vertical velocity is taken into account and the character recieves a force impulse, launching them into the sky. Different heights can be reached based on the initial jump height.

Another ability the player has isn't really a glitch, but I do think it's cool: astral projection. They player can detach their camera and fly around with it (controls mimic the Unity editor camera). This allows the player to investigate the environment and look for a safe platforming route.

I'm really enjoying working on this so far! Check out the video above to see all the glitches I've talked about here.

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Gilded Eternal (SHIPPED)