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A jam submission

Un-GlitchView game page

Run on world glitches to fix them, and on special buildings to gain effects
Submitted by maniospas — 7 days, 1 hour before the deadline
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Un-Glitch's itch.io page

Results

CriteriaRankScore*Raw Score
Authenticity (use of resolution)#234.7204.720
Audio#593.6803.680
Overall#893.7203.720
Gameplay#1123.2403.240
Graphics#1473.2403.240

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Fun game :)

Submitted(+1)

Fun a creative idea.Done a good job at lighting and particle effects. 

Submitted(+1)

Good job.

Submitted(+1)

I had a little bit of trouble navigating the field while playing this one. It felt like I got stuck on edges or on invisible walls a decent amount when using the arrow keys (I had to switch to mouse movement which feels a little less intuitive in a game like this).

It also took me a while to understand what I was doing. I appreciate the depth in this game with all of the mechanics like the health, bonus, and pulse (though I’m not sure what pulse did).

Nice work with the music, catchy! Having a ‘you died’ track was a nice touch haha, I heard that track quite often.

I got a little stuck on the last level, but I enjoyed this game! Nice job!

Submitted(+1)

This game is very high tension. I love that you have personal bests for each level, but I literally just sat there and listened to the music. It's really good! Good mechanics and fun gameplay. Great job!

Submitted(+1)

Fun game! I was confused (I think I still am) to what was actually happening on the screen but I suppose I was doing the right thing because I was fixing stuff and finishing the levels? hehe

My favorite power up was definitely the pulse because of its cool effect. I started playing with the mouse but I found the arrow keys better after some time, despite some control issues (being stuck sometimes).

What I really liked about it was the chaotic nature of the game, running around in circles to deglitch everything. Good job!

Submitted(+1)

This game is a manifestation of Chris Pratts "I don't know what I am doing, but I'm doing it really well" meme. Due to low resolution limitations, for the most part I wan't even sure what I was looking at xD. Mouse control was a bit off - not intuitive for me, at least - traditional WSAD or else would be nice to add, I guess. Overall, nice job - game has it's vibes, I'll give it that! Keep working!

Developer(+1)

Thanks for playing and the feedback! I'm very happy with your description, because this is what I was going for. :-P

The mouse was supposed to be held in the general direction in which you want to go, which I liked because it made things even more chaotic, but after all the feedback I guess it was too much. I DO have arrow controls but had no time to basically think how to say this to the player (low rez...) and I forgot to add the WASD key listeners. Will definitely add these after the jam.

Maybe I will make some kind of intro screen at each stage with the mechanic being introduced or some tip.

Submitted(+1)

Good job on the game, I struggled with the last level as the difficulty spiked. It was quite easy to understand what to do which was great, however I felt the controls were a bit tricky. also it felt like the player would get stuck against corners very easily which made the last level harder with so much going on. Great music and menus nonetheless and the graphics got the job done clearly.

Nice one!

Developer

Much appreciated that you played so much and thank you for the input!

Presuming that you mean that you got stuck often in the last stages only, where NPCs are introduced, I am still not sure if this is the actual issue or not. In my mind, I want the player to try to move away from the NPCs unless they glitch, but if this creates frustrating experiences then I need to re-examine it. Maybe the true issue is that NPCs clogg the way after you unglitch them?

The last level is a funny story. Basically, I had no idea how to d design something with *every mechanic* in there (I wanted everything else to lead to this) and wanted to polish more the UI before submission. So, I inputted all previous levels in ChatGPT, and asked it to design something similar with every building type while accounting for my ad-hoc design rules. I ended up refining the result after confirming that it was pass-able. (Actually, I got several designs this way, but this was by far the easiest.)

The overall spike in difficulty, I think, comes from having 5+ mechanics in one stage *and* a large stage. I have the sneaking suspicion that the game needs another 3 stages to gradually lead up to this kind of insanity. I do have a mechanism for hard-controlling difficulty via the chance of spawning the yellow glitches on each stage, but I'd prefer not to mess that and leave the very last stage as very difficult (as a kind of skill test).

Submitted(+1)

Yeah I think you're right, there maybe needed a few more levels to build up to the last level; however totally understand that with time constraints its hard to do those things. Personally I felt the number of levels and length were great for a jam game.

 I did in fact get stuck often on the last stage and its probably due to the volume of things that were happening, lots of NPCs the spikes etc. and narrow corridors made it harder to actually get around than I expected.

Cool idea using GPT to generate a rough level design that you refined to make use of btw :)

Submitted(+1)

Good job! But I'd like to control the player by WASD :)

Developer(+1)

Thanks a lot for the feedback! 

My bad: I have keyboard arrow controls implemented (I just don't know how to give the instruction alongside the mouse in the low rez) and just forgot to also add WASD... I will update it after the jam ends, but you can use the arrows until then. I hope they are an acceptable substitute.

Submitted(+1)

Quick and easy to get into. Great catchy music! Struggled a bit with the controls.
Nice job!

Submitted(+1)

Loved loved the audio. Great retro vibes. Game play was smooth and graphics were true to LOWREZ.

Submitted(+1)

Love all the newly introduced mechanics making the late game super chaotic, like the villagers that help you but also make it harder to beat the level at the same time

Also I like your level select screen, UI is hard but even harder at lowrez

Developer(+1)

I am very happy that you liked all the parts that felt tricky to design/balance. :-) Thanks a lot for playing till the end!

Submitted(+1)

great use of resolution, low rez sprites are so hard to get right.

Submitted(+1)

This was actually good and a nice challenge. 
Had me with the first level like what is this a mouse holding simulator, then had to swivel that cap round for the next one. Great job!

Submitted(+1)

This is great! I love the art style and how you managed to get a top down view stage in such a little screen space. The game concept is cool. It was a little hard to learn what the different types of glitches do on the first few runs. the lighting effect is also very nice.

Developer

Thanks a lot for the comments and feedback! :-)

It's a relief about the art style, because this is my first time drawing things myself (took the jam's opportunity to jump into pixelart).

I was trying to pace the first stages (and the first moments of gameplay) to give the player time to explore and learn each effect, but I guess random glitch appearances plus going full-on textless was too much... Will probably make changes after the jam to help with this.