Game review
Glitch Buster
7.8 / 10
- Developer
- Rémi Vansteelandt (remvst)
- Publisher
- Self-published
- Released
- 13 September 2016
- Platforms
- Web browser (desktop and mobile)
- Genre
- Platformer
- Monetisation
- Free, open source, no ads and no in-game purchases
- Players
- Single-player only
The short version
Glitch Buster casts you as a debugger jumping through a crashing program, squashing pointer glitches by landing on them or throwing breakpoints, racing a countdown before the code falls apart entirely. It finished 2nd out of 60 entries at js13k 2016, and it's easy to see why: tight platforming, a genuinely funny theme executed all the way through the UI, and — the part that matters most here — a real four-zone on-screen touch layout that was tested directly and correctly moves, jumps, throws and pauses on a simulated phone, with the identical keyboard scheme working just as well on desktop. This is what a touch-first platformer looks like when someone actually builds one.
Biggest strengths
- "A real on-screen touch scheme, not a token gesture: the screen is split into four tap zones (move left, move right, throw a breakpoint, jump) plus a pause zone at the top, and every one of them was confirmed working directly — a held touch on the right-hand zone visibly moved the character into a new area of the level, with the countdown timer advancing the whole time"
- Full keyboard parity on desktop (arrow keys/WASD to move, hold Space to throw, P to pause), confirmed with the same held-key test that worked on touch
- "A confirmed, genuine result: js13kgames.com's own record shows a 2nd-place finish out of 60 entries at js13k 2016, backed by unprompted judge comments calling it 'very well implemented, very smooth and fluid' and 'really fun'"
Biggest weaknesses
- "Advancing the tutorial's dialogue by touch only works when tapping near the character/text itself, not anywhere on screen — tapping the movement buttons during a dialogue box does nothing, which cost real testing time working out that the controls weren't actually broken"
- The browser logs a harmless but real console warning ('Unable to preventDefault inside passive event listener') on every touch, since the 2016 code predates Chrome's passive-listener default; it doesn't affect play but it's not a clean bill of health
- No LICENSE file in the repository — publishing here relies on Dave's 7 September ruling for unlicensed entries that clear the 7.0 bar, with the author credited and a takedown option
Who it's for: Platformer fans who want a short, well-designed action game with a clever hook, on either a phone or a desktop
Our recommendation: Add to the shelf. A precision platformer with on-screen touch controls that were tested and genuinely work is rare enough to be worth featuring on its own
7.8 / 10
Glitch Buster puts you inside a piece of software that's actively falling apart. Pointer glitches wander the level; jump on their heads or throw a breakpoint at them to clear 13 of them before the countdown runs out and the code collapses. It's a clean, funny premise for a js13k entry — the theme is a joke about software bugs, dressed up as an honest platformer — and js13kgames.com's own record confirms it landed: 2nd place out of 60 entries at js13k 2016, with judges independently calling it "very well implemented, very smooth and fluid" and "really fun."
The on-screen touch controls were tested, and they work
This shelf exists because platformers are usually the hardest genre to get right on a touchscreen — precise movement, a jump, and here, a ranged throw, all need distinct inputs a thumb can hit without covering the screen. Glitch Buster splits the screen into four tap zones (a strip each for move left, move right, throw a breakpoint and jump, plus a pause zone along the top), and this was tested directly rather than assumed from the source: a held touch on the right-hand zone visibly carried the character into a new section of the level, with the on-screen countdown timer advancing the whole time to confirm the game was actually running, not paused. The jump and throw zones were each triggered on their own afterward and produced the expected animation and effect. Desktop keyboard controls (arrow keys/WASD, held Space to throw) were confirmed the same way, with identical results.
One genuine wrinkle, and it's worth naming plainly because it cost real testing time to work out: the tutorial's dialogue boxes only advance when you tap directly on the character or text, not anywhere on the screen. Early testing kept holding the movement zones during the intro dialogue and saw nothing happen, which looked exactly like a broken control scheme until tapping the character itself moved the conversation forward. Once past the tutorial, the movement zones behave exactly as documented. It's a minor rough edge in an otherwise well-built touch layer, not a functional failure.
A theme that survives contact with the whole game
What elevates this past "competent platformer" is how far the joke goes. The title screen renders as visibly corrupted, glitching source code, with the menu options styled as function calls — .START(), .MUTE(), .HIRES? — instead of plain buttons. In-game text keeps the same voice ("This code is falling apart!", "You don't have any breakpoints"), and the whole visual language stays in grayscale, code-textured backgrounds that make the few solid white platform edges easy to read against the noise. None of this would matter if the platforming underneath were mushy, but it isn't: movement responds immediately to both touch and keyboard, and landing a jump on a glitch's head felt exactly as precise as the judges' "smooth and fluid" comment suggests.
It is, deliberately, a short game — 13 glitches and a clock, built for a competition weekend, not a long campaign. That's the right scope for what it is, and it doesn't pretend otherwise.
Final verdict
Glitch Buster earns its spot by doing the one thing this shelf checks for most carefully, and doing it well: a genuine multi-zone on-screen touch scheme for a precision platformer, tested directly and confirmed to move, jump, throw and pause correctly, with full keyboard parity on desktop. A confirmed 2nd-place finish against 59 other competition entries and a theme that carries all the way through the interface make this an easy recommendation despite the missing licence file and a tutorial that needs a more forgiving tap target. Recommended.
Pros and cons
Pros
- "A real on-screen touch scheme, not a token gesture: the screen is split into four tap zones (move left, move right, throw a breakpoint, jump) plus a pause zone at the top, and every one of them was confirmed working directly — a held touch on the right-hand zone visibly moved the character into a new area of the level, with the countdown timer advancing the whole time"
- Full keyboard parity on desktop (arrow keys/WASD to move, hold Space to throw, P to pause), confirmed with the same held-key test that worked on touch
- "A confirmed, genuine result: js13kgames.com's own record shows a 2nd-place finish out of 60 entries at js13k 2016, backed by unprompted judge comments calling it 'very well implemented, very smooth and fluid' and 'really fun'"
- The theme is carried all the way through the interface, not just the premise — the title screen renders as corrupted, glitching source code with menu options styled as function calls (.START(), .MUTE()), and in-game dialogue and hazards keep the "buggy program" framing consistent
- 45 GitHub stars and three independent judge comments on the competition page, a genuinely healthy reception for a 13-kilobyte entry
Cons
- "Advancing the tutorial's dialogue by touch only works when tapping near the character/text itself, not anywhere on screen — tapping the movement buttons during a dialogue box does nothing, which cost real testing time working out that the controls weren't actually broken"
- The browser logs a harmless but real console warning ('Unable to preventDefault inside passive event listener') on every touch, since the 2016 code predates Chrome's passive-listener default; it doesn't affect play but it's not a clean bill of health
- No LICENSE file in the repository — publishing here relies on Dave's 7 September ruling for unlicensed entries that clear the 7.0 bar, with the author credited and a takedown option
- A short experience by design (13 glitches to fix against a countdown) — a satisfying single sitting rather than a game with long-term pull