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Galactic Glitch

Jeu de tirCombat d’action

Texte original · AnglaisA physics-powered action roguelike. Grab asteroids, catch missiles, and hurl them back at swarming enemies. Build wild loadouts, defeat colossal bosses, and push deeper into a collapsing galaxy.

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Classé après évaluation des cinq critères

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Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA physics-driven twin-stick action roguelite from Crunchy Leaf Games where you grab asteroids, missiles and even torn-off enemy parts with a gravity gun and hurl them back at swarming enemies across a collapsing galaxy.

Texte original · AnglaisPlayers rate it Very Positive on Steam (about 89.7% of roughly 990 reviews) and call it a surprisingly polished, addictive sleeper with a genuinely novel throwing mechanic and tight controls. Critics are more mixed: Metacritic shows a 74 from 7 critics (scores from 90 down to 50), and the low end faults the repetitive loop and slow upgrade pace. The recurring complaints are thin build variety, uneven weapon and power balance, and progression that slows into a grind after the first hours. It left Early Access (launched July 2024) on June 3, 2025 and has kept getting substantial updates (v2.0 Infinity's Edge in March, Steam Deck Verified and performance work in spring), so reviews from late 2025 onward describe a living game rather than an abandoned one.

Ce que les joueurs apprécient

  • Texte original · AnglaisThe grab-and-throw gravity gun is the standout hook: tossing asteroids, reflecting missiles, flinging small enemies into others and ripping weapon parts off enemies feels satisfying and is actually powerful, not just a gimmick.
  • Texte original · AnglaisFast, snappy, responsive controls with generous dash i-frames that make you feel skilled rather than hit by cheap bullets.
  • Texte original · AnglaisCombat pacing: enemies and bosses are not spongy, rooms are bite-sized and the gap between encounters is short, giving a one-more-run compulsion.
  • Texte original · AnglaisLarge weapon and ship variety, with starting loadout choice noticeably changing how a run plays, plus a lot of achievement and challenge-run content.
  • Texte original · AnglaisStrong audiovisual presentation: gorgeous readable visuals, meaty weapon feedback and a well-liked soundtrack (one player wished it was sold separately).
  • Texte original · AnglaisFair-feeling structure: you can win from the very start, with no artificial time limits, so success comes from skill and execution rather than meta stat checks.
  • Texte original · AnglaisVery active, responsive developer who ships large free updates and acts on player feedback.
  • Texte original · AnglaisGreat value for the price (around $13, often heavily discounted) and works well on Steam Deck after the spring update.

Ce que les joueurs critiquent

  • Texte original · AnglaisBuild variety feels thin: per-run upgrades are dominated by a few basic choices (attack, armor, throw) and players report too few meaningful choices to craft and evolve a build.
  • Texte original · AnglaisBalance problems: a few weapons (the void dagger is named repeatedly) and some powers or drones are clearly superior, leaving most other options as wasted space, while some weapons reportedly deal bugged extra damage.
  • Texte original · AnglaisDifficulty is inconsistent: multiple reviewers find normal rooms too easy once a semi-competent build comes together, even on harder settings, while bosses rely on bullet-hell patterns that a slippery ship handles imprecisely.
  • Texte original · AnglaisPerformance and stability: lag and framerate problems, including on Steam Deck at launch of the Deck mode, and some crashes; a player said the game became near-unplayable before the May update fixed it.
  • Texte original · AnglaisOpaque systems: unclear item and glitch-bomb effects, a thin guide, and inconsistent resource drops (for example lifegain items bunched in one stage and absent in another) leave players confused.
  • Texte original · AnglaisSome critics and players find the core loop repetitive, with upgrades arriving too slowly and the driving motivation weak (Cubed3 gave 50).
  • Texte original · AnglaisStory is called subpar by some players, and a minority call the throwing mechanic mostly a gimmick without much depth.
  • Texte original · AnglaisMinor bugs reported: pickups needing multiple button presses, and portals or progression occasionally failing to trigger.

Caractéristiques distinctives

  • Texte original · AnglaisGravity-gun physics combat in a twin-stick space roguelite: hurl asteroids, bounce them off walls, catch and return missiles.
  • Texte original · AnglaisEnemies are multi-part and can be dismantled, letting you rip off weapon parts (such as a laser emitter) with unique properties and use them yourself.
  • Texte original · AnglaisThrowing is a powerful primary option alongside your chosen weapon, with upgrades like turning thrown objects into homing missile bundles.
  • Texte original · AnglaisBlueprint-based meta progression: new weapons and ships are found as blueprints and bought, with powers largely unlocked through achievements rather than raw stat upgrades.
  • Texte original · AnglaisInfinity's Edge endgame mode with Quantum Powers, Corrupted Upgrades and extra final bosses, plus run challenges and story progression.

Points qui divisent

  • Texte original · AnglaisDifficulty: some say it is too easy and shallow, others say the bosses and grind are punishing or cruel.
  • Texte original · AnglaisThe throwing gimmick: praised by most as the best thing in the game, dismissed by a minority as mostly a gimmick.
  • Texte original · AnglaisMeta and in-run progression: described as a pleasingly restrained, skill-first design by some and as underwhelming or lacking synergies by others.
  • Texte original · AnglaisContent volume versus repetition: many see a huge amount to do, others see the same loop repeated.

Répétition et contraintes

  • Texte original · AnglaisGrind to unlock everything: much of the long-tail content means defeating bosses with every character and repeating challenge runs, which some players describe as a slog.
  • Texte original · AnglaisRuns and mid-to-late progression slow down, with hours of map clearing needed to collect upgrades before bosses are manageable.
  • Texte original · AnglaisShop prices that feel far out of step with income per zone.
  • Texte original · AnglaisThe final boss (Serenity) forcing maximum difficulty frustrated at least one heavy grinder.
  • Texte original · AnglaisThe Infinity mode was called drawn out by a player with close to 100 hours.

Améliorations espérées

  • Texte original · AnglaisMore meaningful per-run build choices, for example Hades-style weapon-modifying upgrades or multi-beam weapon evolutions, instead of mostly generic stat branches.
  • Texte original · AnglaisRebalance weapons, powers and drops so more options are viable and the standout picks stop trivialising rooms.
  • Texte original · AnglaisBetter in-game explanation of item, bomb and power effects (clear tooltips or a real guide) so experimentation is less confusing.
  • Texte original · AnglaisSmoother economy and progression: shop prices that scale sensibly with what a zone earns, and less forced map-clearing to be strong enough for bosses.
  • Texte original · AnglaisContinued performance and Steam Deck polish, including UI for handheld play.
  • Texte original · AnglaisFaster, more rewarding early and mid-game upgrades so runs do not stretch longer and longer and stall progression.

Texte original · AnglaisReleased in Early Access July 15, 2024 and 1.0 on June 3, 2025 (Windows only; priced about $13). Steam is Very Positive at about 90%. Metacritic has only 7 critic reviews (74) and 4 user ratings (6.3), both tiny samples; OpenCritic has no findable entry. Steam update log: v1.88 (Jan) run challenges and economy rework; v2.0 (Mar 14) Infinity's Edge mode with 8 new weapons, 8 new powers and 3 final bosses; v2.1 (Apr 4) final-final boss and balance pass; v2.2 (May 1) Steam Deck Verified at a stable 60 fps, memory leak fixes and two new room types; v2.22 (Jun 22) bug fixes. Reviews from mid-2026 say performance was poor for a stretch (lag, slideshow on older laptops) and that the May 2026 performance updates fixed it for at least some players, while a minority still report lag or crashes. Developer is praised for listening to feedback. Third-party estimates (Boxleiter-based, order of magnitude only) put gross revenue around $149k and under 20k owners.

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 5 (2026)

Texte original · AnglaisGalactic Glitch is a fast, top-down bullet-hell action roguelike where you pilot a spaceship through bubble-shaped rooms inside a simulation. He considers it a really solid, satisfying standard action roguelike and highly recommends it to action fans, even though its physics hook is more marketing than substance. He praises the fluid feel, readable chaos, art and bosses, but finds meta-progression weak and room rewards/currency lacking. He places it at the top of B tier and is surprised it got so little recognition.

Ce que le créateur apprécie

  • Texte original · AnglaisExtremely satisfying, fluid, fast-paced core gameplay (dash, jump, shoot, grab, throw)
  • Texte original · AnglaisBullet-hell action stays readable despite heavy visual effects
  • Texte original · AnglaisShooting feedback and visual effects feel great; distinct glitch-verse art style
  • Texte original · AnglaisEvery passive can be upgraded multiple times with impactful effects, enabling cool builds despite limited inventory
  • Texte original · AnglaisDistinct bosses and great music; biomes feel different
  • Texte original · AnglaisRooms are traversed in seconds, giving a Dandy Ace-like but better Cells-style vibe
  • Texte original · AnglaisOngoing unlocks (biomes, final bosses, ships, weapons, upgrades) give a real sense of progression; weapons feel different from each other

Problèmes relevés par le créateur

  • Texte original · AnglaisStory was not interesting or easy to follow
  • Texte original · AnglaisPhysics-as-weapon angle feels more like a marketing pitch than a deep mechanic
  • Texte original · AnglaisEvery room is a bubble, which gets somewhat repetitive
  • Texte original · AnglaisMeta-progression for getting stronger is weak and the tree feels unnecessary
  • Texte original · AnglaisCurrency system and room-clear rewards feel unrewarding
  • Texte original · AnglaisBalance is a little iffy; heavy reliance on skill makes it easy to win most runs

Observations sur la conception

  • Texte original · AnglaisThrowing objects or enemies within the per-room bubble lets them bounce back off its edge
  • Texte original · AnglaisProgression comes from unlocking content rather than power, and the true final boss requires extra steps, unlike Dandy Ace where beating the boss ends things
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