1000 Hours of Glitch: A Review

Roughly a week before I began writing this review, I achieved a major milestone. According to Wakoopa, I have played Glitch for over 1000 hours. (that’s approximately one month and eleven days of time spent in the game). So I decided to celebrate by writing a review. There are already plenty of reviews out there, so I intend for this one to be different in several ways. First off, I joined Glitch after having read a review of it, which is partially why I decided to write this one. The review was more so interesting facts about Tiny Speck than a proper review of Glitch, so I’ll take it upon myself to provide that (among other things, it included only a couple of actual gameplay screenshots, and no video). Even if more comprehensive reviews do exist (I’ve honestly only read that one), they’re still most likely out of date. Glitch unlaunched several months ago, and much has changed since then. In fact, the biggest change (the imagination conversion; more on that when it happens) is yet to come. My bet is on Tuesday…

This brings me to another way in which this review will be different than any others you may find out there. As Glitch is currently in a state of near-constant change, I’ll try to review new content as it’s released (however, this review will cover the game in general, while emphasizing on the direction the game’s going so far).  This will hopefully allow me to provide new direction for my blog itself, as I’ve been rather starved for content lately, despite promises to the contrary. A final note before I begin: If you’re looking for a purely factual review, stop reading here and go somewhere else. I tend to be highly opinionated on all things Glitch, and as such, I have no intent to spout out facts without giving my personal opinion of the gameplay elements involved. With that being said, let’s get started!

General Gameplay


Me, standing under a sampling of my trophies (click to enlarge)

There really is no “point” to Glitch. This is reflected in the game’s very own slogan (see below). That is, there is no singular goal to achieve, although this is contrary to what the Glitch Wikipedia article, by far the worst piece of literature I’ve seen on the subject, may otherwise lead you to believe. Time travel is not, in fact, a core gameplay element, and, as far as I know, is only part of an early quest. There are, however, many separate goals to achieve. Gaining experience points (which, most likely next week, will be converted to a new system, imagination, which is basically like spendable xp that still retains a lifetime count that determines one’s level), earning achievements, and collecting currants are the most significant, although others, like completing quests and fighting the Rook often come into play. A recent hobby many people have taken up is decorating one’s house (a small section of mine can be seen above), which is now possible due to the much-improved new housing system that Tiny Speck is in the process of transitioning to. Almost everything in new houses is customizable, from the wallpaper, floors, and ceilings, to the decorations. This is opposed to old housing, seen two screenshots down, that cannot be customized at all.

“Do stuff. In a game.”

Old housing had several templates to choose from, but the templates can’t be altered… at all

There are indeed several kinds of old housing to choose from, however what you see is what you get. The exterior, interior walls, ceilings, doors, furniture (however most furniture in old housing is merely part of the background), etc… cannot be customized to any degree. I won’t focus much on old housing, besides pointing out its deficiencies, as old housing is quickly on its way out.

Decorate Mode, along with a sampling of upgraded and non-upgraded furniture

Housing customization takes place within Decorate Mode. Here, one may make enlargements to their house, change the wallpaper, flooring, and ceiling, or add and remove furniture. Above, in the furniture tab, is a view of a category of furniture items, in this case seating (entirely ignoring the fact that a sitting posture does not exist in Glitch; you can always stand on the chairs though…). The items can be dragged into the game window to place them in one’s house, and from there can be “upgraded” to one’s choice of styling.

A furniture upgrade window

The exterior of my house, located on my home street

Here the exterior of my house, as well as its location, my home street, can be seen (for what it’s worth, it isn’t possible to stand on some houses, and even some of the platforms on my house, that look like actual surfaces, can’t be stood on; not really a major review point but it still really bothers me). Notice how the inside of my house is much larger than the outside (interior and exterior size are completely independent of each other, and exterior house size is, in fact, static). That being said, it is possible to expand the size of one’s home street (or back yard; home street and back yards function in the exact same way, but are customized independently).

Customization menu for my home street

House Customization (Exterior)

Both the street background (and background music – I was overjoyed when this was announced as I wanted the Uralia theme music instead of the much-overused Groddle Forest theme that formerly applied to all backgrounds) and house design are customizable. The background has one of ten or so predefined choices, and houses have seven base styles. These base styles have many further customization options (for example, the House of Whimsy design has an average of nine different choices for each customizable area listed). This alone makes new home streets much preferable to old housing quarters (which were basically just lines of the old-style houses, all on one street). But wait, there’s more!

Cultivate mode on home streets

Another feature of home streets (and back yards) is Cultivate mode. Unlike old housing quarters, which were barren lots usually containing nothing but housing (a few housing styles did have some resources, although they were template-based and not customizable by residents), home streets can be cultivated by their owners. This means that resources (which will, in the future, cost imagination, described earlier) can be placed on one’s home street. These resources are consumed with use, and must eventually be repaired. For example, herb plots, the item which breaks most often in my case as I’m using them to grind herb-related achievements at the moment, require lumps of earth and guano to repair. The ability to have customizable resources on home streets, coupled with the ability to link your home street to those of five friends, has led to interesting player-created developments, such as housing resource routes. These routes so far have been designed around harvesting trees, and due to their organization, have easily been the best way to gather large numbers of tree-based resources. These are particularly useful for finding usually hard-to-find resources, like planks, which have also met increased demand as they’re likely to be necessary for building furniture and upgrading one’s house, once those features are available in their final form.


1200 words and we’re just getting started! Let’s move off the topic of housing now, and onto actual gameplay mechanics. First up is gardening. There are two kinds of gardens: crop gardens and herb gardens. This used to be more significant before the introduction of new housing (while no longer explicitly on the topic of housing, almost any other topic easily ties back into it). Previously, the kind of house you chose to have determined what kind of gardens you had. Bog houses had herb gardens, and all other houses had crop gardens. Tiny Speck has responded by allowing new housing to contain any kind of garden you wish (this also comes as a consequence of the fact that new housing is not tied to a specific region). I’ve created the following video to demonstrate the mechanics of gardening. While crops and herbs serve different purposes, I will only demonstrate herb gardening in this video, as crop gardening and herb gardening essentially follow the same process. The only real difference is in how seeds are obtained. Herb seeds are obtained by shucking the herbs, and crop seeds are purchased from vendors or by feeding the crops to a Piggy, who will then plop out seeds (in a pleasant contrast to the nerfings mentioned later, this has recently been enhanced to allow more than one packet of seeds to be obtained at a time through feeding).


I’m not entirely sure an MMO exists that doesn’t include mining. Glitch is no exception. However, it has mining, with some strange (and sometimes completely illogical) twists. For instance, you get rewarded with bonuses for mining cooperatively with other players. Four kinds of rocks exist (beryl, dullite, metal, and sparkly). Metal can be smelted into ingots, and the other rocks can be crushed into elements, which can then be used for assorted alchemical purposes such as creating powders and rubbing plain metal ingots into other kinds, which can then be used in crafting.


Up until last Tuesday, there were three primary kinds of animals in the game from which one could harvest, Butterflies, Chickens, and Piggies. In yet another demonstration of how Glitch brings innovation to the mostly stale MMO genre, Butterflies can be milked to receive Butterfly Milk, Chickens can be squeezed to receive Grain, and Piggies can be nibbled to receive Meat. The amount of these items that you receive is dependent upon your Animal Kinship skill, and at lower levels of this skill, additional action is required before these actions can be successfully performed. Assuming you have the Animal Husbandry skill, you can also use Chickens to incubate eggs.

Introduced on Tuesday were two additional animals, the Fox and the Sloth. Foxes are harvested for Fiber (for future use in furniture crafting), and Sloths chew Metal Rods into Snails (assumably for some construction use; a snail is a half-screw, half-nail item – see below). Foxes and Sloths were introduced along with five new gameplay regions and a few new streets in existing regions. I particularly enjoy the mechanics of harvesting the new Foxes. Difficult? Yes. But it’s far less “grindy” than the mechanisms for harvesting the old animals (watch the video above and try to imagine finding pigs and harvesting each one twice [the limit with a maxed out Animal Kinship skill] for an hour or more).


Trees and Other Resources

There are eight kinds of trees in Glitch (Fruit, Bean, Gas, Spice, Bubble, Wood, Egg, and Paper). The items harvested from these trees are used in cooking and other forms of crafting. Multiple other resources abound, including peat bogs (used for making fuel cells for machines), jellisacs (also used for making fuel cells), barnacles and fireflies (used for making crystals and crafting a few other items), and dirt piles. The following video gives a brief overview of some of these resources.



I’ll be totally honest, Tiny Speck has really screwed the pooch on auctions. They’ve stated a goal of encouraging more trade between players, and as such are phasing out vendors. Okay, I get the recent vendor nerf (vendors now sell higher and buy lower). But if you’re trying to encourage trade between players, why make auction items take about eight minutes longer to be received? You want to nerf the undesirable action, not the desirable one. This is without even going into the asinine fees associated with using the auctions. That said, sometimes it’s unavoidably necessary to use auctions. They’re great for finding (almost) any item you may need (with some exceptions; see below).

The latest auctions

Marketplace Forum + Marketplace on the Go

Among the many shortcomings of auctions is that many items (generally either really worthless items, or really valuable rare items; although cubimals spread this entire spectrum) can’t be auctioned. Furthermore, you again have the ridiculous taxes on auctions. There exist two major solutions to this problem; one official, and the other player-created. The official solution is the Marketplace forum. This allows players to discuss and facilitate trades. A player-created solution also exists, in the form of a group called Marketplace on the Go. It allows bargaining to take place within a chat/IM-type setting, as opposed to the threaded forum styled official solution.

Final thoughts (or are they?)

For all its shortcomings (really, the only ones that need to be addressed at this point are those involved with auctions; and making sure that annoying Groddle Forest banjo tune actually stays in Groddle Forest – although they’re making decent headway on that), I can still safely say Glitch is the best game ever. Why else would I average six hours a day playing it? Plus, Tiny Speck has pretty well proven that they’re quite capable of addressing shortcomings. I’ll once again use as an example the housing system. The old system downright sucked (well okay, it seemed fine back when we didn’t know any better; but when presented with something better, we realized how awful it was). The new system isn’t even quite finished, but already, it’s vastly superior to the old housing quarters. I haven’t made much mention of this yet, but possibly the best thing about Glitch isn’t that it’s a great game (and it is; you’ll never find better), but that it’s got an awesome community. That’s not to say that there aren’t a few bad apples. Just like any other MMO, you will run across the occasional griefer (word of advice here: don’t let random people in your house; it’s one of the most common ways they steal things). But in most cases, griefers aren’t a perpetual issue, just an occasional annoyance. More often than not, the people you run into will be either benign, or friendly and helpful. I’ve been playing Glitch every day for close to six months now, and there’s a reason: An MMO with lots of new ideas, coupled with the best community on the internet is a winning combination.

I usually don’t assign scores to products that are beta/pre-release, but Glitch couldn’t be any more deserving of this rating.

Overall Rating: 11/10. (yes, that’s eleven of ten)

While there are still many changes to come, that I will assess in future posts as new content is released, I’m certain that Glitch will only get better.

Thanks to Zen Kitty for help with the review, and to Scarlett Bearsdale, Kristen Marie, and Saucelah for corrections/suggestions!

I’d like to end with this screenshot, just because it looks cool.

First Look: OS X Mountain Lion

One short year ago, I reviewed the Mac OS X Lion Developer Preview.And now, it’s time to review the Mac OS X Mountain Lion Developer Preview OS X Mountain Lion Developer Preview (Apple has dropped the “Mac” prefix from the name, as seen below).

The About This Mac screen

This morning, Apple completely unexpectedly announced OS X Mountain Lion. The announcement was odd for two reasons. 1. Apple usually holds an event for these announcements. 2. Major versions of (Mac) OS X are usually released every three years. Lion was released to the public last summer.

As for the name? You heard it here first. Five whole months ago, I predicted that the next major version of OS X would be named Mountain Lion. And what better day to find out I was right than today  yesterday (my birthday)?

Edit: I began writing this review on the 16th; my birthday, and the date of the announcement. However, I published the post a little under an hour late – on the 17th. Most of the post is intended to be read in the context of the announcement date as opposed to that of the publishing date.

Finally, my apologies for the nearly three-month hiatus I’ve taken from blogging. I’ve been busy playing Glitch. It’s fun. You should try it. Furthermore, there really just hasn’t been much to discuss lately. However, I have much additional content planned for the [very] near future, so I think I’ll more than make up for it.

Now, on to the actual review. For this review, I’ve upgraded my MacBook Air from 10.7.3 to the Developer Preview (I haven’t tested it thoroughly yet, but some apps indeed don’t work, and I wouldn’t recommend using it outside a test environment simply because it’s pre-release software; besides, I’m testing its suitability for day-to-day use so you don’t have to ).

The testing system: my trusty MacBook Air!

On first glance, Mountain Lion isn’t all that different from its predecessor. In fact, take a look at the desktop (click for a full-size view).

A 10.8 Desktop: Look familiar?

As a matter of fact, the only obvious difference from Snow Leopard is that little target icon in the upper-right corner, where the Spotlight icon (which is now immediately to its left) used to be.

Before we get into what the little target icon actually is, let’s summarize some of Mountain Lion’s major features: Messages, Notification Center, Game Center, Reminders, Safari 5.2, and Gatekeeper, just to name a few.

The target icon is for Notification Center, which, much like its iOS counterpart, and the name itself, suggest, is intended as a central place to view notifications.

When clicked, the target icon will display Notification Center, which is currently limited to Apple’s own apps. Third-party apps will most likely need to be updated using the new SDK in order to support new notifications. As iOS already had notifications, that just underwent a style change in iOS 5, no developer intervention was required. However, since OS X never had an official notification system, apps will require modification (and will hopefully move away from Growl, which has since become yet another example of Sonyfication, a topic I plan to revisit [again] in the near future).

Notification Center in Mountain Lion can be configured using options extremely similar to those available in iOS.

As in iOS, notifications have two styles, Banners, and Alerts. However, while these notifications look completely different in iOS, the two look fairly similar in OS X, with the only major difference being in their behavior: banners slip out of view on their own; alerts require confirmation.

This is a Banner (if the text of the message that caused the notification didn’t make it clear enough)

Above is an example of a Banner, triggered by the Messages app (which will be another main point of my review – covered shortly).

And this is an Alert

Next up: Messages.

Apple’s new Messages app apparently serves as a replacement of sorts for the old iChat app. It now supports Apple’s own iMessage service, as well as a couple of other instant messaging services.

However, this review will focus solely on the iMessage functionality of the app. For the purposes of this review, I’ll be sending messages to myself, on the same Apple ID, using my Air on one end, and my iPad on the other. As a result, all messages will seem to echo. Note that under usual circumstances, this would not happen.

An iMessage conversation. With myself.

You can also add media to iMessages (to do so, drag an image into the message text box). And as expected with iMessage, read receipts, as well as delivery and typing notifications are also present.

Interestingly enough, the emoji didn’t show up on my iPad. They showed up as the text “:-)”

I’ve been wanting iMessage on the Mac since it’s been introduced to iOS. But it does have one rather annoying and major flaw: its behavior when the app is closed.

This is all you’re getting

If the Messages app is closed, the only indication you’re given is the little red bubble on the app icon; assuming, of course, you have it in your Dock. Is that really expected to get my attention? Obviously, some push service is running in the background to activate that little red bubble, so why not give me a notification, like the ones I’m presented when the app is open? If notifications are to be truly useful, as they are on iOS, they need to be able to notify you even when an app isn’t open. Now I do realize something here: Messages is a chat/IM client, and most software of that type does have to be open in order to notify you of new messages. However, Messages and Notification Center take cues from iOS, and the expected iOS behavior is to provide notifications, even if the app is not running. Besides, the infrastructure already exists. Just make the push service trigger something a little more… substantial.

Moving on to Gatekeeper. Gatekeeper is a new security feature in Mountain Lion intended to protect the user from malicious software. It allows the user to allow only software from the Mac App Store to run (similar to how iOS devices work), software from the Mac App Store and Apple’s new developer identification program, and then the option that represents the way things have always worked: the option that allows the user to run everything.

If the option is changed to one of the other options, software that has not been signed with an Apple-provided certificate will not run (unless the application has always been run before, in which case it is “grandfathered in” and will run anyway).

If one attempts to run such software, they are greeted with this somewhat intimidating message:

I will personally keep this feature disabled.

Also in OS X 10.8 Mountain Lion is Safari 5.2, which brings with it a few interesting features.

Perhaps the most obvious is that it ditches separate address and search bars in favor of a combined bar in the spirit of Chrome’s Omnibar.

Justin Bieber, in my search bar? Gross…

Also among Safari 5.2’s new features is Twitter integration, once again, much in the style of its mobile counterpart (Tweet Sheets, as they are called, are also available in a few other apps, and will most likely be accessible to third-party apps via the SDK).

Also worthy of mention are the following changes:

1. The address bar will now highlight the domain of the URL, and lighten the remaining parts.

2. The Reader button is ever-present, even when not available for use.

3. Rather annoyingly, tabs will span the width of the window… even if there are only one or two. Looks a little tacky if you ask me.

Features I have not covered in this review include AirPlay mirroring (which is once again something I’ve always thought the Mac should have; and pushes me ever so slightly closer to considering an Apple TV, although I think I’ll still hold out for apps), Reminders, Notes, and Game Center. As I do not have an Apple TV, I won’t cover AirPlay mirroring. As Reminders, Notes, and Game Center are almost painfully identical to their iOS counterparts (furthermore, all but Game Center are painfully simple and borderline useless; and Game Center doesn’t do much thus far, for lack of compatible games), I’ll mention them briefly in passing; however, they do not really merit much attention.

Reminders: It’s that built-in to-do list app you may or may not have always wanted

Reminders in Mountain Lion is basically the same as its iOS version, sans the really cool geofence feature. And without that, it’s generally a really basic to-do list app. I’ll most likely never use it, but I do give it props for looking cool.

Notes: Noteworthy, or not?

Snazzy-looking? Yep. Useful? Debatable. On iOS, Notes is a useful app. The user generally doesn’t want to mess around with files and their organization on a handheld device, so a note-taking app with its own internal database works there. But on the Mac, there already exists TextEdit. Do we really need this? Apple’s site mentions a feature that allows you to “pin notes to the desktop.” Not exactly. You still have to have the app running for them to show up, and they still retain the basic appearance of app windows, complete with the stoplight buttons.

Finally, of what are the three most seemingly direct iOS ports, the most significant: Game Center.

Just like Reminders and Notes, Game Center looks like a blown-up version of its small-screen sibling. And for now, serves the exclusive purpose of displaying games and achievements from those small-screened siblings. While Game Center’s cross-platform nature is its greatest strength, until it’s improved upon, in both its iOS and Mac forms, I don’t really see it altering my Mac/iOS gaming experience. Its use is somewhat limited as compared to something like Xbox Live. However, it would most likely be best to wait to pass full judgment on the OS X version of Game Center until games that support it are available (which most likely will be after Mountain Lion’s release this summer).

In conclusion, Mountain Lion is a minor release mostly similar to its predecessor. Notifications and Messages will most certainly be the most significant attractions, if Apple can work out the kinks. With the summer deadline they’ve given, they’ve got more than enough time to do so. The question is, can they polish these features enough to make their new “minor-ish major release every year” release schedule attractive to users and developers? Only time will tell.

Sonyfication, Revisited

Roughly seven months ago, I posted about what I called Sonyfication, a term I created to describe the acts of a company that promises and delivers features, then, out of nothing more than pure greed, removes them. The namesake of this term was, of course, Sony’s removal of the OtherOS feature of the PlayStation 3. My first usage of the term was aimed at Spotify, who initially offered free (but with advertisements) unlimited listening, then altered their free plan to enact severe limits on listening after six months of membership.

Today, Glitch has announced that it’s “unlaunching.” That is, they are returning to a beta stage. As an end-user, and as a developer who understands (at least to some small extent) his responsibilities to the end user (oh, and let’s not forget, a huge fan of Glitch), I figure I have a few things to say about this.

Before I begin, let me make one thing clear: I am not comparing Tiny Speck (the developers of Glitch) to Sony, or to Spotify. I have nothing but the utmost respect for Tiny Speck, and nothing but the utmost of loathing for Sony and Spotify. Tiny Speck is not doing this unreleasing of Glitch for profit, but to make the world of Ur a better place (unlike Sony and Spotify, who clearly performed their actions as a malicious act of greed). I applaud their motive, but I’m worried that the results may still be disastrous. So I’m not entirely confident that the term Sonyfication is appropriate here. However, for lack of a better term, it’s what I’m using.

Quoted below is my comment on the Glitch forum topic on the issue, verbatim, and in its entirety (but with some formatting added):

I’m going to add myself to the list of “please no reset” people. As much as I’ve always wanted the honor of “being in the beta” and getting a pickle and all that jazz, I’ve realized something. None of that will make up the 99 hours I’ve devoted to accomplishing stuff in the last three-ish weeks. I’ve more or less renounced real life in favor of spending more time on Glitch, although if I lose all I’ve got on here, I may not come back. I feel really sorry for those who are up at levels 50-60. The amount of time they’ve had to spend doing rather menial tasks in the game (I’m looking at you mining) is incomprehensible to me. The previous resets (while I can’t actually speak for those who had to deal with them, as I had not yet signed up) made sense. If people sign up knowing it’s in beta, then they sign up expecting the worst. However, many people, myself included, signed up after this period, and expected smooth sailing (I’ve written about this kind of thing before; companies like Sony and Spotify have promised features then later removed them, in an act I’ve termed “Sonyfication”). While I’m a developer myself, and certainly acknowledge the fact that software can have bugs after launch, as I am also an end-user, I realize my responsibilities toward the end-user as a developer (e.g. making it a priority to cause as little disturbance to users as possible when there are indeed bugs).

One possible solution (I realize I’ve never developed anything on as large a scale as Glitch; so correct me if I’m wrong on this) would be something like what Chrome does. Have a “stable channel” (e.g. Glitch as it is now), and a “beta channel.” Then, completely informing them of the possible repercussions (resets included), allow them to opt into the “beta channel.”

That said, and to attempt to end on a somewhat positive note, I’m glad to see that things like housing and the ability for more player control over the world are being addressed. Remove the ability for players to kill each other by splank fight, and I think Glitch has the opportunity to become the perfect game (the lack of violence as a core gameplay element is key, in my opinion, and I applaud Tiny Speck for making such strides in this arena; also, I realize that the term “perfect” is subjective). For what it’s worth, I’m not offended by or opposed to violent games. It’s just not my cup of tea.

You already posted that there. Why repost it here?

A couple of reasons. First is visibility. My comment will quickly be buried in that forum post. Here, it will remain at the utmost level of visibility for, at the very least, the better part of a month. Second, is out of my respect for Tiny Speck. The Glitch forums are theirs, not mine. I have a bit more I’d like to say on the topic than what I said there, but I respect that the Glitch forums are their home turf, so I’ll instead post the extended version here.

So I’ve always wished I were in the Glitch beta, as I felt, until today, that in order to really be part of the community, it’s a prerequisite. Furthermore, and partially for the same reason, I’ve always wanted the Special Item That Only Beta Testers Get (aka Señor Funpickle). However, what I never really gave much serious thought, is that sure the pickle says you were in the beta. But that’s not much of a real accomplishment. It’s actually just a stroke of luck, being in the right place at the right time. What really struck me in light of this was my reconsideration of a Glitch who was level 59 for as long as I could remember, then finally accomplished reaching level 60 (by comparison, I’ve attained level 30 at the time of this writing), and another Glitch who was in the beta, but has only attained level 8. Let’s assume the level 60 Glitch wasn’t in the beta. Still, it’s obvious as to which one was more devoted to the game. So really, a special item doesn’t properly make up for resetting one’s level, as it isn’t an accurate indicator of the amount of effort and time one has put into the game. Upon giving this some consideration, my advice to Tiny Speck would be to provide an additional piece of information on each player’s profile, stating “Pre-Reset Level: [level number].

In addition to level number, the other thing I’m most concerned about is cubimal collections. I’ve, admittedly, only recently started collecting cubimals (for those who do not play Glitch, just know that a cubimal is a collectible in-game item, often of excruciatingly high value). However, I have a little over half the different kinds of cubimals in my collection (sadly, the more common half of the cubimal spectrum, in general). Of these, a couple were obtained from Cubimal Boxes, and the rest were obtained by trading with other players. This is cause for alarm. What if, after post-reset, these other players are no longer able to trade cubimals at the same prices I paid for them the first time?

At this time, I’d like to reiterate the ultimate moral of this post: the responsibility of developers toward users. Especially after launching my first paid iOS app, I’ve learned some of these responsibilities quite well. Like see that “App Support” link up top? In my opinion, it’s unnecessary clutter. It’s also the first time that my blog contains content that I don’t really want. But Apple requires that I offer a support page (maybe in the future, I’ll create a support page separate from my blog), so I have to put it there. Returning to Glitch, the subject of this discussion, I understand the previous resets. As far as I am aware, it was made quite clear to users that they were part of a beta, and that there would be resets. However, for those of us now, who signed up to what we thought was a finished product, the ethics of the situation have changed. A beta was not what we signed up for. Stuff like resets wasn’t part of the deal. So I leave Tiny Speck with this challenge: No more resets, please. And I do understand that you’re working for the good of the community (and I’m deeply sorry that I had to mention the likes of Sony and Spotify in this post along with the good guys). Even if you do have to perform a reset in the course of this (and I’d also like to remind the reader at this point that they said it’s extremely unlikely, and to apologize for my “the sky is falling” tone), I won’t lose any respect for you. Will it perhaps preclude my return after such a hypothetical reset? Yes. But that’s more so my fault than theirs. I simply can’t bring myself to spend the many hundreds of hours to get back to where I was. Ultimately, Glitch is a free game, and I suppose Tiny Speck doesn’t really have an obligation to go out of their way to avoid a reset. But I challenge them to go above and beyond what’s expected, as they’ve already more than proven that they can, and to ensure a seamless user experience by avoiding a reset. I have faith in them, and until some terrible reset comes, I shall continue to play Glitch in every possible minute I can find.

Tic Tac Toe 2.0 (Windows + Mac)

I’ve been waiting for this day for a long time. I finally get to release my first Mac app. I’ve been sitting on this for quite some time now, waiting for a time when I’ve got nothing else to post. And in the mean time, I lost the source code for the Mac app, meaning I had to spend the last couple of days rewriting it from the Windows C# version.

A little back story. Way back in June, I released version 1.0 of a tic-tac-toe Windows app. It only supported a two-player mode. At the time of release, I suggested that I may write a version 2.0, that will include support for playing against the computer. I finished that version only a couple of days after releasing the first version, and, as I said, have been waiting to release it.

I’m glad I did. Recently, I’ve learned Objective-C. Meaning now I can release version 2.0 for both Windows and Mac. Both versions support the ability to play against the computer.

The Mac version

I believe it will only run on Lion, but it should be capable of running in 32-bit or 64-bit mode (probably should’ve taken a better look at the build settings).

Download: http://justindaigle.com/files/ttt2mac.zip

The Windows version

Requires .NET Framework 2.0. If you could run the first version, you can run this one.

Download: http://justindaigle.com/files/ttt2win.zip

 No, I have no plans to release a Linux version. Ever. Okay, maybe if Linux ever actually attains a decent level of market share… although I guess that’s still never.

I do, however, intend to release an iOS version. It will have features not in the Mac or Windows versions, and will cost $0.99. It’ll be a universal app, and I hope to have it in the App Store by the end of next month.

RIP Steve Jobs

Today, the world has lost the greatest visionary it will ever see. Steve Jobs has passed away at the age of fifty-six. Even if you’ve never owned an Apple product, whatever device you’re using to read this right now was indirectly a product of the vision of Steve Jobs. Apple was the first to do such things as use a graphical user interface, or to do away with things like floppy drives. While the world will never be the same without him, I hope that Apple will continue to remember the ideals of Steve Jobs, and continue to make products that feature a perfect blend of form and function.

People think it’s this veneer — that the designers are handed this box and told, ‘Make it look good!’ That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.

– Steve Jobs, November 30, 2003

I know everyone else has already posted this same video, but there’s a reason for that. Amazingly inspiring speech.