It started as a simple collider test. I just wanted to see if I could make an entity float through walls without breaking the physics engine entirely. But late last night, around 3 AM, something clicked.
I added a simple trail renderer to the player movement. Just a fading white line against the dark grey background. Suddenly, the movement wasn't just functional; it was expressive. It looked like a memory fading in real-time.
The Glitch
There was a bug where the trail wouldn't clear when the level reset. Instead of fixing it immediately, I watched. The screen filled up with the history of my previous failures. It was messy, chaotic, and beautiful.
That's when I decided that TetherGeist wouldn't just be about moving forward. It has to be about what you leave behind. The "ghosts" aren't enemies; they are previous versions of yourself.
"We haunt the places we loved, even in code."
I'm spending the next week refining the particle effects for the "fading" mechanic. I want it to feel like neon gas dissipating in rain. More updates soon.