PLAY GL!TCH

What it does

GL!TCH is a co-op, procedurally generated, top-down 2D roguelike game. Together with your partner, explore the map, defeat the enemies, collect upgrades and save the day! Remember to look closely and pay attention to the details; they could be hiding crucial information. Thanks to the game's procedurally generated map, each run is unique and the player to have a different experience every time. All of the art, assets and animations were made by hand during the hackathon, to fully flesh out our vision for the game.

Controls

Game controls:

  • Press ESC at any time to pause the video game and enter the menu.
  • Approach characters to interact with them.

Player 1:

  • Move around with the arrow keys, aim your gun with the cursor, click to fire at enemies!
  • Select upgrades using the left and right arrows.

Player 2:

  • Move around with WASD, swing your weapon with the spacebar.
  • Select upgrades using the A and D keys.

Inspiration

We took inspiration from four main games, adapting and mixing some of their characteristics to create our ideal ambiance, story and gameplay:

  • Binding of Isaac
  • Enter the Gungeon
  • Hades
  • Inscryption

How we built it

The game was built completely in Godot, using Procreate to make all of the art, assets and animations. We first came up with the story, the setting, the characters and the game flow. The next step was creating the art, setting up the procedurally generated map and the physics and behaviours of players and enemies. The rest was iteratively integrating different aspects of the game, building character and environment interactions, adding the art, and solving GitHub merge issues @~@.

Challenges we ran into

This was our first time creating a game in Godot together, so most of it was learning from scratch! We faced issues with getting the door behaviour right in the procedurally generated maps, since they had to lock and unlock depending on criteria. Making custom tile sets in realistic style also proved challenging, and ended up putting an extra 40,000 lines of code into our repo, making all our engines crash :|. Making collisions between enemy bullets, interactions with movement, and other physical properties of the characters was a tedious job that required continuous testing and debugging.

Accomplishments that we're proud of

Delivering a completed final product we are proud of, finishing in time and accomplishing all the goals we set at the beginning!

What we learned

We learnt the entire game development process, from creating the art, to making all the physics, the maps, the collisions and interactions between elements. This provided each of us with insight into a different area of game dev, while having it contextualized and learning how to optimize to merge with other parts. And, as always, we learnt another 1000 ways of debugging version history knots...

What's next for GL!TCH

Sound and music would enhance the game experience immensely. We look forward to creating customized foley and soundtracks to immerse the player in the game. It would also be nice to have the controls explained to the player at the beginning of the game. And of course, fixing any bugs that are left over (except for those that are intentional :)), and polishing whatever we couldn't in these 24h. Oh, and making all of our loved ones play it!

Built With

  • godot
  • procreate
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