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Monthly Archives : July 2015

GLTCH Devblog: Week 25

Nico is not a man to back down from a challenge. Each of GLTCH’s 32 iteration levels were designed and implemented within a week, with some time to spare. It’s been good to see the content we shut out over a month ago make a return. We were prepared for a sneaky stash of bugs…

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GLTCH Devblog: Week 24

We’re now less than a fortnight away from GLTCH’s Play Store debut, so it would only make sense to overthrow how fragment and enemy spawning works, right? Why not? You can tell the crunch time pressure is being applied when you have to seriously weigh up the benefits of changing something major, and although we…

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GLTCH Devblog: Week 23

*cue drum roll* TRAILER! It’s been more than a long time coming (seriously, don’t go back and look at the last piece of video content that we published for GLTCH), but our launch trailer has been recorded, beat matched, edited and released to the public. And you know what a launch trailer means? Release dates! Look…

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GLTCH Devblog: Week 22

*heavily laboured breathing* The PAX Australian Indie Showcase deadline is tomorrow! We’ve been crunching the hardest we’ve ever crunched to get this build presentable for the Elder Council of judges, but in the process of doing so had an alarming realization. When deciding on what was most important to work on, we focused on improvements that made…

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