I hope my game qualifies as "z-fighting!" It certainly pushes low-polygonal glitchery as convention with assets fighting to the bitter end. lol
Viewing post in Z-fighting jam submission start today
Completely understandable! I intended to create a lo-fi 3D walking simulator displaying the aesthetic warts and patchiness of a cheap derivative. The player's interaction with walls and objects (I think) achieves your definition of "z-fighting," but then again this is a new concept for me and I'm a bit shaky on it.
Thank you for the opportunity! I learned something new that I hope to explore further.