
MyProject2 (9)
https://yippeefish.itch.io/superawesomeproject
3 Mar 2025 - 7 Mar 2025
Sheridan College Institute of Technology and Advanced Learning
MyProject2 (9) was a week long challenge for the Sheridan Game Design program's Design Week.
In a group of 6, we were tasked with creating an 'Escape Game', which involved anything which involved escaping an area, and utilizing a physical element.
We chose to make a puzzle game which utilizes glitches commonly found in games to reach the next room, with a story of it being a broken student project which the player is playtesting.
Our physical element was a Game Design Document which consisted of pages describing how the puzzles are supposed to work, with annotations from the developers noting about how some things aren't working properly.
I did a majority of the programming for the glitches, I was a strong part of the planning and design process, and I designed level 7.

Level 7
Level 7 consists of picking up a box and bouncing it off the character's head to fall through the ground into the next area, where the player needs to repeat the action to show that they understood what had happened.
The player would know to bounce the box off of their head through seeing a button on the ceiling, and if they jump, the box would still fall back down onto their head, causing them to fall through the floor.
There are notes in the Game Design Document given to the player which hints that there is more below.

Level 7 (In World Notes)
In the level 7 section of the Game Design Document presented to the player are notes guiding the player to causing the glitch which makes them fall through the floor when a box pushes down against them.
The in-world explanation of the room is that there is a section underneath which would act as foreshadowing to future puzzles.
There are notes explaining that the puzzle needs to be beat by bouncing the box off the player's head into the button, however doing so causes the box to fall back down and clip the player through the ground.
The following room is laid out similarly, but without a button. However, the Game Design Document hints that there is more below, with one arrow saying 'the room below is still bugged', and another talking about a level 8 being underneath, with no sign signifying that the player is currently in level 8, meaning it could only be one layer farther down.

Level Concept
This level would have involved entering through the wall, proceeded by jumping across a gap while holding a box and placing it on a button to find that the area behind the door is blocked. This is then followed by looking around the level to find that there is the 'intended' entrance for the level on the ceiling, which the player can go through by using a glitch which lets them jump on boxes while holding them.
The following room would start with the end of the level, where the player can glitch through a wall using the box they used, then they can use the glitch which lets them grab the box through the door to either press the button or glitch through the next door.
In the end, this was unused, but we kept the idea of placing the box through doors onto buttons for level 1.

Box Jumping
Jumping on boxes went through many iterations, the one being shown being near the middle of the timeline.
It started looking really glitchy, like it was physically pushing upwards, however I saw that it was causing too much flashing on screen.
The next iteration was smoother, where the player can pick up the box, and it wouldn't do anything unless they actively jump on the box, which was not as clear for presenting the glitch to new players.
Following this, I tweaked the values so that it wouldn't move the box around, but the player would slowly be pushed upwards, leading them to find the glitch when they look down when holding the box.
'Glitches'
The game used common glitches from other games, with a strong inspiration of source games, for the player to learn and use to complete puzzles.
The video showcases the glitches that I implemented into the project inside a sandbox scene.
The glitches include using objects to drop through floors, and jumping on held objects to fly through the level.