Glitchspace, currently in alpha, is a first person programming game that's centred around a visual programming mechanic. Set in a cyberspace world, you are trying to find a place known as Glitchspace - a by-product of cyberspace and its various glitches.
User reviews: Very Positive (115 reviews)
Release Date: Jan 31, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early access has given us the ability to make a game alongside a community that cares. The feedback is immeasurable, and of course sales help to pay for the development of the game, all of which we self funded through our bank overdrafts for the first few months.”

Approximately how long will this game be in Early Access?

“The full game will be released in 2015.”

How is the full version planned to differ from the Early Access version?

“The full version will feature fully polished content, at least 2 hours of main play through the story mode, and a sandbox allowing you to play around with the programming mechanic as you please.”

What is the current state of the Early Access version?

“Currently the game offers up to an hour of main play, and some polish. We try our best to make sure the game is as bug free (outwith the obvious glitching) with every update.”

Will the game be priced differently during and after Early Access?

“Our pricing increases as we move through the updates.”

How are you planning on involving the Community in your development process?

“The community is involved, and we discuss all of the points and suggestions raised on the steam community hub, emails, and even in the reviews.”
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Recommended By Curators

"Programming platformer. Unfortunately not much content yet, but highly recommended for the concept if you can grab it for cheap."

Recent updates View all (19)

April 27

Dev Blog 12 - UI Iteration

Available here

[Just as a side note, we mentioned before that we were aiming for the end of this month for 2.0. We'll need to delay it for about 3 weeks to give us more time to finish it off, so apologies from all of us on letting it slip!]

Hello all

How are you? Enjoying the longer days? The brighter sunshine? The warmer weather?  I’m not, I’m still stuck inside. It has been a while since my last blog up and it has been a roller coaster of development for myself. The last few weeks I have jumped from concepting character arms, UI creation, UI animation to the UI Bootup. The last week of development has been focused on UI.  There is so much work that goes into the UI and I have learned so much, however, there is a ton more to learn.

The last time I left you all was here with the gray icons. Obviously we could not leave them like this:



I went through  a few variations, these were some of the rejected ones:



Screen tests done with the variations:







Here is the current colour version, not much has changed, going through subtle variations; we decided to keep it simple:



A week later, we hit another snag (along with transparency issues that we had). The subtool menu was not going to work in its initial form.  The original idea involved using the shapes of the functions for the canvas…… As previously mentioned on the Judgment Day UI/UX blog post. I initially wanted to avoid creating more icons for the functions in the subtool menu it would've entailed a large job:



Here are the test versions of subtool functions with some variations in the look of the them.



So after the testing, I inevitably  knew the change had to be done and at first I resisted! But ultimately I agreed with the rest of the team that the function icons in the current state would confuse the player and would be a mess. We had to make unique icons for each of the functions… and there is a lot of icons! So I went off to a corner to cry.

After crying, I got away from the PC and doodled out some icon designs. At the same time, I researched how other designers approached doing their icon designs. I did this for inspiration and to help designing some of the icons. Also, I did pester Gaz too for some of them.  See the snazzy doodles below:



After the doodles, the initial batch of subtool icons were created and these are the ones currently being used. Some of the icons that were created include Colliding Object, Main Object, Apply Force & Translate Object.



The new icons received positive feedback from the team and I wholeheartedly agreed it was an improvement and again went through a process of iteration and I thought I would share some examples:



The next step with the subtool icons was further research and to doodle them out, and took a couple of weeks of work...  However, all in all, I am satisfied with the progress of the UI. It has still has a way to go, nevertheless, but we will get there.

So, this me, signing... off... See you ne..!? Oh wait! I got more to write..... I forgot about Animation the Icons and UI.

The last couple of weeks I have also worked on  animating the Icons and UI (I say trying, because,  I have got back on the animation bike and got a little rusty). Here is a couple of GIF images for the Glitch animations:



Do bare with me over the next few weeks, as these will not be the final animations for the game, as they will be worked upon and improved (well they better improve!).

One of the things that we planned and worked on was a boot up sequence for the Tool's UI. I spent a little time on this, but it still needs some more work. I've learned that whilst creating these new glitch effects for the UI boot up sequence, that we should use them on the next iterations of the glitches that I make for the UI.



I have not forgotten about the Character Arms concept art,  I will have to show  that another time. Time has run out and I've got to get back to work. Seriously, this blog has taken too much of my time, I blame myself for that.

Anyways got to go.

Tata

Mus

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April 21

Dev Blog 11 - Puzzles, Puzzles, Puzzles

Available here

A big part of Glitchspace is puzzles. Without them, the programming experience would just be incomplete. Therefore, for this post, I wanted to take the opportunity to talk about some of the processes that we went through in designing the puzzles for 2.0 (note that I won't be showing the programming interface here as I don't want to give the solutions away!).

With Alpha 2.0 we have put a lot of focus and attention to detail on their design. The update will have 30 different puzzles, broken down into the following concepts:

Level 1 - Translation (also acts as the tutorial level).
Level 2 - Collisions.
Level 3 - Forces.

Each level has around 10 puzzles each, breaking down their respective concepts. Choosing these three as the initial programming ideas to be introduced to the player were deliberate choices on our part and were chosen for the following reasons:

  • These are some of the more simpler concepts to introduce.
  • The concepts are very kinetic, allowing us to create less static environments from the get go.
  • They flow into each other seamlessly i.e. collisions can't be introduced without translations, forces can't be introduced without collisions.
One of the issues that we have with current 1.x versions is that there was either just too much of the same concept being thrown at you, or alternatively a concept was introduced, dropped for x amounts of time, before being suddenly reintroduced at point y of the game that just didn't make sense. And x + y didn't even add up in the first place! The result was players getting bored before a concept was even over, with the game's flow and pacing feeling disjointed. The balance of the mechanics just wasn't there.

Therefore, in making these levels, a unifying goal that we had throughout was to make each puzzle feel unique. This would allow the player to explore the possible applications of a programming concept in a multitude of ways, whilst at the same time seeing the game's programming logic from a variety of angles. We also wanted to have a sense of interplay or connectivity with the environment around you, something that the current version lacks.

To do this, we went back to the machines that were built:



As a platforming element they were cool, but we knew that we could do so much more with them. So... what else? Well previous posts have mentioned how we have data flow as a navigational tool, but that it also acts as another obstacle for the player. So in this case, contact will result in your death (or some sort of tron-esque "dematerialization," thingy):



There's several others that you'll see in 2.0, but one of the more complex obstacle ideas was in doing this with them:



Robin and I also talked about having animated stairways; think of the seats that you'd see in an indoor gym that contract into the wall when not in use:



Another area that we wanted to push for in the puzzle designs was for an extra layer of challenge by having multi-step puzzles. That is, puzzles that require more than one piece of programmable geometry to be solved. The result is that it also allows us to recapitulate previously introduced programming concepts in a way that feels fresh and different to the player. 2.0 won't see anything too taxing here, but we'll be building on this as we release subsequent updates (can you figure out how the one below could be solved?):



As we go towards the full release the concepts will increase and the number of puzzles to go with it. With this the complexity of the programs that you make will increase too in a much more consistent manner. We'll likely be reintroducing all of the concepts that were used in current 1.x versions; we just need to figure out how they'll be reintroduce, where and why they should have a place in the overall game experience.

Over and out,

Ronan.

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Reviews

“Glitchspace could become one of the more inventive puzzle games to arrive on the PC in some time.”
Gamespot

“Even with other programming-based puzzlers on the horizon Glitchspace still looks unique, bewildering and promising.”
Eurogamer

“As someone with the programming knowledge of a log this is immediately challenging stuff, even if at first you can only make very minor changes. But then, it’s all the more satisfying to make a platform bouncy when it wasn’t before.”
Rock, Paper, Shotgun

About This Game



Glitchspace (currently in early access), is a first person puzzle platformer that's centred around a visual programming mechanic. Stretch and scale objects to make a bridge, apply a force to objects, bouncing you up to high places, use your programming gun to fire code at objects, changing their physical properties in the game world!

Set in a VR cyberspace world, you are trying to find a place known as Glitchspace - a by-product of cyberspace and its various glitches. A world that would allow for infinite possibilities, and access across all systems in cyberspace through exploitation.

Through problem solving, it's up to you how you approach the in-game challenges; find glitches in the cyberspace world, and exploit them in various different ways, allowing for a emergent play experience.

Programming And Gameplay

We created a node-based programming system for Glitchspace, called Null. Null allows for chunks of functionality to be applied to objects with ease, and makes the programming a visual, dynamic, and instantaneous feature.

Objects in Glitchspace are either programmable, or non-programmable. You can make an object programmable through decryption using a decrypter, and similarly you can make it non-programmable through encryption using an encrypter.

For each programmable object, a canvas can be brought up, and function nodes can be added to it upon the canvas. These function nodes have input and output connections, and can be connected to each other to create functional code that does something to the object, to another object it references, or to totally new objects it creates!

Here are some example programs you could make:
  • Apply a force to an object, moving it out of the way.
  • Scale an object down to make it the correct height for jumping on.
  • Duplicate and move an object to create stairs, or floating platforms.
  • Make an object have no collisions to pass through it.
  • Change the physical properties of an object.
  • Make an object move when you touch another object.
  • Replicate the functionality of the Portal, and Gravity gun.

Objects that are decrypted will have a default program applied, and a specific set of function nodes for you to edit the program. This will depend upon the decrypter used.

In the sandbox mode, all functions are available to you, allowing you to play around with all that is possible!

**Rift DK1 & DK2 Supported

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP. Vista, 7, 8.
    • Processor: 1.0Ghz Dual Core
    • Memory: 250 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0
    • DirectX: Version 9.0c
    • Hard Drive: 150 MB available space
    Recommended:
    • OS: Windows XP. Vista, 7, 8.
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 500 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0 or greater
    • DirectX: Version 9.0c
    • Hard Drive: 150 MB available space
    Minimum:
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 1.0Ghz Dual Core
    • Memory: 250 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0
    • Hard Drive: 150 MB available space
    Recommended:
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 500 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0 or greater
    • Hard Drive: 150 MB available space
    Minimum:
    • OS: A Debian based Linux distro
    • Processor: 1.0Ghz Dual Core
    • Memory: 250 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0
    • Hard Drive: 150 MB available space
    Recommended:
    • OS: A Debian based Linux distro
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 500 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0 or greater
    • Hard Drive: 150 MB available space
Helpful customer reviews
2 of 2 people (100%) found this review helpful
6.8 hrs on record
Posted: April 2
Early Access Review
This game is great fun to play and with it's non violent type theme, it could be a great game to teach teens like me how to learn the idea of code. It's not like it acually teaches you the language of code but it teaches you how code works like collision, booleans and more. you will not learn real code in this, just give you a basic mind set of it.

The game is good. Nice pase, intresting challenges and a unique to other games. The only game off the top of my head I could relate this to is portal as becuase of it's first person puzzle style, but the puzzles given are just nothing I have seen in another game before. But I have not really looked into that many programming games so how should I know.

I have not got a VR headset currently so I was not able to test the VR but in my expeience with VR, it would be a great thing to include.

However you should take not this game IS STILL IN EARLY ACCESS. If you want this game to become a reality then go ahead and fund it, It's fun and worth it, if it becomes a full release that is. Since it is in early access, there is bugs, Plenty of bugs. I have in this current update had a few crashes to the point that I gave up playing.

"The game crashed.
The crash report folder named "2015-04-02_122406" next to game executable."
/\ error code /\

So overall good game, but it needs to be one of the few games to acually escape early access and become bug free (or at most, 2 bugs)

Keep going Space budgie, I believe in you!!!
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19 of 19 people (100%) found this review helpful
1 person found this review funny
1.2 hrs on record
Posted: November 2, 2014
Early Access Review
The Good
Tired of button-mashing quicktime events? Sick of "Press (x) to hack"? Then Glitchspace is for you! This game is one of the few in gaming that gets "hacking" in video games right. Rather than dumb down the experience to the point where you don't have to be concious to play, Glitchspace takes hacking to a whole new level. With an intuitive Node-based system, you can connect constants to mathematic expressions, multiply vectors together, or transform an object, all with the ease of a mouse drag.

The Bad
There's just not enough of it! After one hour of playing, I had beaten the game, and was left yearning for more. Given the early-access state of the game, and the number of levels there are, I would suggest waiting until the game comes out with more levels and more functionality. If you just can't wait, I suggest buying it on sale.

The Ugly
The game is graphically simplistic, but very interesting none the less. The random "glitching" of the hackable blocks can be distracting at times, but otherwise the game is very pleasing, both visually and auditorily.

In conclusion, I do recommend this game, but would like either more levels, or Steam Workshop level editing capabilities.
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5 of 5 people (100%) found this review helpful
1.8 hrs on record
Posted: November 16, 2014
Early Access Review
Fun, took like 50 minutes to finish story but I understand it's alpha and there are more features and levels coming.
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4 of 4 people (100%) found this review helpful
6.0 hrs on record
Posted: February 6
Early Access Review
Well... This is a difficult game to review. I have very mixed feelings about it. The concept is very good, and the game was very well thought out and put together. The problem is, it's not finished. If they ever finish it it has the potential to be a very popular game, but as it is they haven't put out a new update in a LOOONG time. As it is it's still in beta. So if this game goes on sale for like 7 bucks or less, I'd say get it. But at the full price, it's not worth it.
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58 of 63 people (92%) found this review helpful
1.1 hrs on record
Posted: April 24, 2014
Early Access Review
I just finished playing the games short story mode/tutorial. It is a Alpha game so I did not expect something long and complex. I would say it is a very interesting puzzle platformer. If it had more content, which it will hopefully have upon its full release. I would also say that it might come close to Antichamber and Portal.

The gameplay and the puzzle solving is really intuitive (Okay maybe that is just because I do know how to programm). In the tutorial section you were pretty much just guided through the levels because you didn't have all the commands available so it was pretty easy but I can see it getting really interesting when you actually have all commands at your fingertips.

The soundtrack is okay. It is nothing special but it is not bad either. Just somewhere inbetween.

The Movement is okayish but I would say it needs a litle bit more work because jumping doesn't feel right. But I can't really put my finger on why it doesn't feel right.

I think a great addition would be workshop support and a level editor because if a game like this has these features it will never get old because there is always new stuff to download or to creat. I also think maybe creating your own more complex commands would be great but so far I think the game has all necessary commands you need to have fun with it.

I suggest you buy it now to support the devs so we can get more features. I will also EDIT this review when the final Product is released.

Edit 1: Jumping now feels good and not clunky anymore.
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37 of 48 people (77%) found this review helpful
2.2 hrs on record
Posted: April 14, 2014
Early Access Review
As a programmer this was pretty basic, but for a teaching tool, this is very good. I know that it's currently in alpha, and i hope to see where this idea will go.
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24 of 30 people (80%) found this review helpful
1.2 hrs on record
Posted: April 14, 2014
Early Access Review
In its early stages, but a really interesting and surprisingly fun concept. The programing is introduced in stages that make it easy to learn and is designed really well for teaching new concepts. The music is also very relaxing and the whole game has a contemplative leasurely tone to it that I really enjoyed.
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19 of 26 people (73%) found this review helpful
0.9 hrs on record
Posted: April 28, 2014
Early Access Review
The idea is great and the concept is easy to grasp, at least for me as a programmer.

Here is me playing the first few levels.
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14 of 21 people (67%) found this review helpful
4.3 hrs on record
Posted: April 20, 2014
Early Access Review
This game is still in alpha but there are two problems I've noticed. 1) The Story Mode is too short, took 40 minutes to complete. 2) The sandbox mode wasn't really customisable. This game is still fun and rewarding when you solve your puzzle and again, it's still in alpha. Overall right now, I'd give Glitchspace a 7/10.
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5 of 5 people (100%) found this review helpful
4.5 hrs on record
Posted: May 25, 2014
Early Access Review
I played this with my 8 year old son, and it inadvertently turned into a great trial and error programming/math lesson for my son. Near the end, I was even able to teach him about vector operations, object translation, scaling, rotation and other cool stuff. The story mode is really short though...maybe to be expected for $7, but I love the teaching potential of this game. Like SpaceChem it's one of the few games out there that has successfully gamified programming.
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6 of 7 people (86%) found this review helpful
3.8 hrs on record
Posted: June 28, 2014
Early Access Review
Looking forward to the finished game! I had much fun playing both story and sandbox mode.
If you don't mind it's alpha state, you should definitely consider buying this game (+ it's currently on sale)!
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4 of 4 people (100%) found this review helpful
1.1 hrs on record
Posted: May 9, 2014
Early Access Review
I got this game form the Indiegamestand deal page at https://indiegamestand.com/deal/ and I bought it just because I was intrigued. and what a surprise.

OK, if you are the kind of person who only plays FPS multiplayer, stop reading this and go play COD, BF or Titanfall, it won`t be a game for you.

But if you like games to make you think logically then grab this game immediately.

The objective of the game is to control your environment and go through levels that becomes more difficult with each new puzzle.

If you are a programmer, you will find this game easy I think but since I stopped programming with Quick Basic, I found it fun and challenging and I think, it even managed to teach me a little how coding works now

Pros:
Fun, challenging, easy to get used to the algorythm, early access so this means more content will be added

Cons:
Could use a little tutorial on the first puzzle to get new players into the game, I had to look up a dev`s post to explain how the game worked

Final thoughts
If you like a thinking game, grab this game, if you are not sure, get it on sale on in the IGS deal atm, it is worth it
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4 of 4 people (100%) found this review helpful
1.1 hrs on record
Posted: August 28, 2014
Early Access Review
For an alpha, it's not bad at all. Quite enjoy it. Teaches the basics of programming in a simple, fairly straight foward manner. Would definately recommend!
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3 of 3 people (100%) found this review helpful
3.9 hrs on record
Posted: May 15, 2014
Early Access Review
This is a fun, short game that introduces one to the basic fundamentals of programming. The entire game takes less than an hour (unless you get stuck), but there is a sandbox mode (and this review is being written while the game is at Alpha 1.5 stage). Regardless of price, I think this is definitely worth devoting an hour or so to if you're interested in learning any sort of programming language.
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3 of 3 people (100%) found this review helpful
3.1 hrs on record
Posted: May 16, 2014
Early Access Review
Truly a remarkable concept and WONDERFUL exhibition of it! I imagine that the sandbox mode will be just ridiculously fun, not sure if it is not implemented yet, or if I have to beat the story mode first, but at any rate, for an ALPHA game, I am having LOADS of fun with this.

I also find it very cool that it could actually be applied as a basic programming learning tool, obviously all of the subroutines are the "nodes" that the developer mentions, but I can see how an un-knowing learner could piece it all together as the architecture of programs.

I think anyone who enjoys logic puzzles and/or has or wants to learn programming knowledge would deeply enjoy this game.
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3 of 3 people (100%) found this review helpful
0.5 hrs on record
Posted: May 20, 2014
Early Access Review
Great idea, and the implementation keeps getting better.

Good for teaching about variables and their uses, but might not be intuitive to some players. Overall I really like it. It is easy enough for a noob to fiddle their way through it, yet still offers some challenge to the nerds. Speaking of nerds, this game will appeal to them. If you consider yourself a nerd (as in, technically minded, not as in; you watch the big bang theory, have no friends, and are generally cluimsy and out-of-shape. Thats not being a nerd, that is just sad, Go outside.) you WILL enjoy this game.

Be warened casual gamer, this is not an FPS in the usual sense even though it does technically have a gun and take place in first-person. Consider it more of a 3D logic puzzle game with some cool game-bending physics.
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3 of 3 people (100%) found this review helpful
0.7 hrs on record
Posted: June 26, 2014
Early Access Review
This game is wonderfully inventive. And considering this is an early release it has been flawless gameplay for me so far.

As a fan of puzzle games and a programmer I love blend of elements that have gone into this game. It is a whole new way of viewing your environment as a playground and really lets you go through the trial and error that takes place when learning logic.

I absolutely cannot wait to get more gametime in and for the full release.
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3 of 3 people (100%) found this review helpful
1.1 hrs on record
Posted: May 2, 2014
Early Access Review
As someone who is interested in programming and has some basic knowledge of it already - this is a fantastic idea!
The atmosphere is lovely, the puzzles gradually teach you the logic of coding and the overall aesthetic of the title feels pleasant - especially due to the ambience and the soundtrack.
The game is however in alpha and will only take around 40 minutes/1 hour to complete. The game will naturally be updated and worked on as all Early Access titles and I can't wait to see what comes out of this in the end!
For right now, it's a fun short little walkthrough in aiding the player to understand the logistics and basics of coding and programming.
One can hope for the inclusion of Steam Workshop as one of the features which would make this game brilliant.

If you have any interest in coding/programming - give Glitschspace a try! Keep in mind however that it is fairly basic, and won't be challenging for proficient programmers.

EDIT: I just realised I met one of the creators of this game at the open day at Abertay University, as he was giving a presentation on the company and their games... What a small world we live in :')
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4 of 5 people (80%) found this review helpful
0.5 hrs on record
Posted: September 4, 2014
Early Access Review
Very good! Thank you for doing this guys.
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2 of 2 people (100%) found this review helpful
0.8 hrs on record
Posted: June 1, 2014
Early Access Review
I’m going to be frank with you, when it comes to programming I haven’t got a ♥♥♥♥ing clue. It’s all about maths or something, you have to make sure numbers add up or whatever, I don’t know. I’ve never needed programming before in my life, so I leave it alone.
But then this game comes along, it calls itself Glitchspace and it’s all about programming, so normally I’d just ignore it, especially since it isn’t even finished yet. But I don’t ignore it, why? Because it’s made by the developers of (the rather brilliant) 9.03m, because it’s different, hell, I don’t know, but for whatever reason I buy this game. This programming game, Glitchspace.
Oh man, you really have to play it. Maybe you’re intrigued by this whole ‘programming’ malarkey, maybe you don’t really care, you just have to play it. See, this isn’t the boring kind of programming, the kind where you have to make sure everything adds up and doesn’t explode or whatever (although the exploding sounds quite exciting), this is programming as a puzzle. A ♥♥♥♥ing puzzle man, I can tell you’re going to love it.
You like puzzles, right? Sure you do, everyone likes puzzles. Puzzles are hard, you have to think, have to use your BRAIN. Sometimes you get stuck and it’s a pain in the ♥♥♥, I know the feeling. But then it just clicks, and it’s insanely satisfying. Puzzles are the most advanced form of ego massage, and I love them for it.
So programming becomes this puzzle, this giant ♥♥♥♥ing puzzle you have to solve. You’re in this 3D world, it’s like a 3D platformer you see. But anyway, to go on you have to programme the walls and floor and ♥♥♥♥ to make you jump super high or not get in your way or move forward and stuff. The point is you do this through programming, that’s right – the boring friendless programming that I kept my distance from all this time. But it isn’t boring, that’s the point. It’s challenging, it’s complicated, it’s satisfying. It really, really is.
Oh man, this game. This ♥♥♥♥ing game. It made me renew my relationship (or lack thereof) with programming. It made me think. It made me feel clever. That’s it, this is a game that makes you feel clever, in my case by making me clever (or more so than before). Oh man, this game. I really can’t wait for the full game to release. I’m going to do so much ♥♥♥♥ing programming, and I can’t wait.
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