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Main menu
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Level Select (use 0 key five times to unlock all levels)
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Level Select (use 0 key five times to unlock all levels)
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Level 0
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Level 0
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Level 1
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Leve 1
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Leve 1
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Leve 1
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Leve 2
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Leve 2
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Leve 2
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Leve 2
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Leve 2
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Leve 2
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Boss fight
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Boss fight
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Boss fight
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Setting
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Pause menu
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Credits
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Level editor in Godot
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Level editor in Godot
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Kiro Editor for codes
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Character die effect
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GIF
Dimension Flip
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GIF
Level Select (and unlocking levels using five time zero key)
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GIF
Soul effect for die
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GIF
Chasing enemy
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GIF
Boss fight level
Inspiration
This project started with childhood nostalgia. As a teenager, I spent hours playing Crash Bandicoot. I loved the fast-paced platforming, hidden secrets, and big boss fights. That spark stayed with me. Years later, I finally set out to build a game that captured that same energy but added my own unique twist, a glitching world where dimensions shift and nothing is ever stable.
What it does
Glitch Dimension is a 2D platformer built in Godot where players can:
- Instantly shift between two dimensions to solve puzzles, avoid hazards, and uncover hidden routes.
- Experience advanced movement mechanics like coyote time, jump buffering, double jumps, stomps, and invincibility frames.
- Progress through levels from tutorials to expert challenges, unlocking stages via a scoring system.
- Face multi-phase boss battles with escalating mechanics and health UI.
- Collect fruits, hidden gems, and discover secret areas for extra rewards.
- Navigate hazards, enemies, flip gates, teleport gates, bounce crates, and time-freeze crates.
The result is a platformer that feels nostalgic yet fresh, with tight controls, layered systems, and plenty of surprises.
How I built it
Started the project from scratch with Kiro as a development companion.
- Spec mode: planned the overall structure (movement, enemies, levels, checkpoints).
- Vibe mode: quickly prototyped mechanics and fixed small issues for the first working scene.
- Hooks: kept the repo clean by auto-removing test scenes.
Built the core systems in Godot, including object pooling, save management, event-driven audio, and cross-platform support.
Expanded the design into dynamic platforms, collectibles, hazards, and boss fights, all integrated with the dimension-shifting mechanic.
Polished the experience with smooth camera movement, particle effects, UI transitions, and accessibility options like touch controls.
Challenges I ran into
- Scope creep: balancing big ideas with what could realistically be built in the first version.
- Debugging dimension mechanics: ensuring platforms and hazards behaved consistently across both layers.
- Performance optimization: using pooling, sprite atlases, and memory management to keep it smooth across web and desktop.
- Iterating gameplay flow: finding the right pacing and difficulty curve took many cycles of playtesting and refining.
Accomplishments that we’re proud of
- Creating a dimension-shifting system that feels seamless and central to gameplay.
- Implementing boss fights with escalating phases that genuinely change the rhythm of play.
- Building a cross-platform save system and analytics layer that works offline and respects player privacy.
- Turning a childhood dream, inspired by Crash Bandicoot into a real, playable platformer with its own identity.
- Learning process, I was learning as I built. In the end, I didn’t just have a working game I had a deeper understanding of the process behind it, and in no time I could develop and extend many features by myself.
What I learned
- How powerful it is to combine structured planning (Spec) with creative exploration (Vibe) when building from scratch.
- How to design tight platformer controls that feel responsive and fair.
- That balancing fun, difficulty, and polish requires iteration and player empathy more than raw coding.
- Learning can be fun and with hands on something you have no clue about it
What’s next for Glitch Dimension – Broken Reality
- More levels and worlds: expanding the game into a multi-chapter experience.
- Refined boss battles with new mechanics and narrative context.
- Expanded collectibles and unlocks to reward exploration and mastery.
- Community feedback & playtesting to polish the difficulty curve.
- Mobile release with optimized touch controls.
- Design Special Graphics and Characters to make it even more pro.
- Online Experience make it challenging with leader boards and even multiplayer / side by side challenges.
This is just the beginning. The core systems are built, the vision is alive, and the next step is to push the boundaries further, creating a platformer that feels both timeless and new.
Built With
- github
- godot
- kiro
- vercel

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