Glam is a hard, action packed acrobatic platformer game where you have to run, jump, climb and swing to make it to the exit without falling into the emptiness, getting hit by spikes and bullets, caught by goblins or squeezed by items.
In this game you play as Glam, her goal is to rescue her mother from the realm of Caterina. She is being held captive by the evil witch to prevent Glam’s and her mother’s power to unite
Glam has the most unique ability in the video game history She can grab branches and swing by using her hair. Controls are simple: three buttons and a joystick. Master your, swinging and jumping skills on the epic obstacles courses where each death is a lesson.
The levels are made with various items and enemies, each level rewards your climbing skills and agility. The levels are packed into 11 chapters, each chapter has its own unique peril: hanging cubes, goblins and skulls, sliding and spinning platforms, false floors, cannons, crates.
Teamwork is crucial in local co-op mode, where you will have to work together to reach the portals to unlock the next level. 60 challenging levels are waiting for two of you to explore.
Hand crafted obstacle courses to test the limits of your acrobatic skills
Tight, precise and simple controls: just three buttons and the joystick
220+ Single player levels, split into 11 chapters each has its own unique peril
60 multiplayer levels that demands endurance, flexibility and excepcional precise coordination of your movement
Customizable character hero: Glam who is the lovechild of Bratz doll and G.I. Joe
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3le was founded in 2012 by three of us, Fabo (code), Dávid (Visuals) and Zoli (Producer, Levels). Our first project was a puzzle platformer, Sky Tourist, on which we started working based on Zoli’s ideas, specified for mobile devices. We’ve had pretty success with it, among others Apple’s honored it as a “Benchmark Game” on the App Store.
When the game was finished, David, who was in charge of the graphics, left the team. After some less successful projects and a few unfinished attempts, we started working on Glam in January 2020. The target platforms were Nintendo Switch and PC. At the beginning, it was a part-time job for us, but after a few months, we decided to switch to full-time work to get the best possible results.
"Super Mario Bros", “Celeste”, "The end is nigh" and “Super Meat Boy” was the basic inspiration for Glam’s development. The controls are designed to be easy to use, but we have enhanced their precise handling to the very end. The 11 chapters were put together in a well-designed, logical structure, adhering to the “intro-practice-twist” triple unit at each obstacle. The goal was to develop a difficult game in which dying is part of the learning process.
When making a game, the biggest problem for us is always the graphics and the visual appearance. It was no different now. This time we were working together with BlackSpire Studio from Italy. We worked in close cooperation to create the world we dreamed of. However, they did not “breathe” life into the character. We turned to David doing this, who, despite not participating in the developments since the first game, remained a friend.
Good music and effects are always very important for us. We followed a well-established path, working with Matyi Dobányi, who made the music for all our games without exception, and was brilliant again.
We had to start designing from scratch several times in order to have a sufficiently exciting but logical structure, but we feel that we have achieved what we wanted. We have put together a challenging and enjoyable game that can be played individually or even with a friend. We especially enjoyed the development and testing of the multi-tracks, the joint testing ended regularly with huge laughs. We hope that a lot of gamers will enjoy the game as much as we enjoyed the development.