Glitchspace reviews

Translated by
Microsoft from French
Good game overall, even if overall, it is strongly advised to know a minimum in programming before embarking on it! I regret however some rather annoying bugs, like the totally risky respawn (regularly we respawn in the void, and we have no choice but to restart the level). The tutorial is really poor and really does not explain enough the mechanics of basics, especially on some functions yet essential. Likewise, the "namespaces" that resets "the feature tool" is very disturbing because it is not clear what has been added or removed to the tool. The whole has a certain taste of unfinished, one doubts that there is potential, but that everything is not exploited thoroughly. And when we open the sandbox and see the myriad of tools available to him, we are all the more frustrated to have such a poor story mode. A little more ambition could have brought the game to a good ten hours without getting bored! There is also regret in passing the lack of workshop which could have significantly increased the life of the game. The game is finished in a small afternoon (3-4H) without rushing. I recommend it because the game deserves the experience, however, not to buy at the high price! You can however go on a good 60-75% or tier 2 of a bundle.
Translated by
Microsoft from French
Early access review! Watch awesome game! * * Check back this review, I am preparing for tonight or tomorrow a video commented on the first 10 manipulations * * the abyss in General, it appeals to me systematically. Let's start by saying that this game is aimed at devs, those who know the concepts of "object-oriented", and by extension if you practiced the Boolean logic, you should not be (too) lost. Glitchspace is aimed at devs, but not only, frankly it WINS to be known, if you want to invest a little, it will not take you weeks to become effective. Visually, the color palette and their tone inevitably makes you think of mirror's edge and it's a joy to wander through the levels. Now let's tackle the object of the game: you walk in a large space populated with platforms, each of these platforms has a red object nearby, aim it, click-right and it's gone. A window opens and shows you a Visual IDE. It is up to you to modify the classes, their attributes, the logical conditions, etc. You never have all the arsenal of existing methods for the manipulated class, just a subset of methods/properties/attributes. It is up to you to identify the changes to make and the pattern to get there. So, for example, you will have to activate the collision, trigger translations, change size on the plane x, y, z... At the moment, the challenges are a little limited and not very hard, but the pleasure to "program" visually on the fly is very present. And sincerely this is only an early access so let's not be too harsh. That said, we should not play long to understand that the possibilities that the game can offer are huge, I imagine already a sandbox mode where the difficulty would be to find the methods/encapsulations, and given the simplicity of the concept I see from here the tonnes of content proposed by the future community. The game does not include (for now) nor tutorial, nor any other tool that could allow you to get started if you have no notion. You will have to go through external guides/or tutorials on the OOP... or to rely on your intuition, in the background, it is only a question of pure logic.
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