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Game Design, Coding and Art Direction
Team Members
Alex Günther, Till Holder, Noah Osarenren
Working period June 2016 - August 2016
Glitch is a high score-based 2D tablet game for Android and IPad. The player takes control over the unstable "Glitch" trying to corrupt the system by moving on the playing field and reaching all the junctions.
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GAMEPLAY
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Power-Ups
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Screenshots
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In order to move the player makes use of a drag-and-shoot mechanic to reach all points on the field. Each movement leaves trails,however, and when the player reached all points the round ends and all trails will transform into walls limiting their future movement space.
In addition to the spacial movement constraints players also have only a limited amount of shots at their disposal, that keeps refilling each round or with the help of Power-Ups.
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Each proceeding round will spawn more points at random locations and will offer the player to use certain Power-Ups with various strengths.
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Once the player corrupts a target point, it will mimic the aesthetic of the player avatar, the Glitch has corrupted the system.
Production
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GLITCH was my main project in the second semester of my Game Design studies and the first game I could contribute to. We worked in a group of three and tried to divide most tasks of production equally, so that practically every member was responsible for the Game Design, Art Direction and Coding.
To explore various gameplay concepts we made use of analogue prototyping material and basically tried mock up walkthroughs and such to explore the gameflow and feel.
Early Prototype Screenshot
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Early Mock Up Screenshots developing the Artstyle
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In order to make better use of the small tablet space we decided to change the playing field to use as much of the screen as possible.
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First player avatar and animation concepts + Target point concept
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