Game review
Glitchcon
5.5 / 10
- Developer
- Marc (pachacamac)
- Publisher
- Independent
- Released
- 1 January 2016
- Platforms
- Web browser (desktop and mobile)
- Genre
- Real-time strategy
- Monetisation
- Free, open source, no ads and no in-game purchases
- Players
- Single-player only (versus AI)
The short version
Glitchcon is an honest, functional Galcon clone: drag from a planet you control to any other planet on the map and a fleet launches automatically, in real time, against AI opponents doing the same thing back. Tested directly on a simulated touchscreen, that drag genuinely works — a held drag from one circle to another correctly launched a fleet and the destination planet's numbers changed exactly as expected, with zero console errors. What the game has never had, in ten years, is a single word of in-game instruction telling a player any of that. A 2016 js13k judge's own comment on record says almost exactly what this review found nine years later: "I found that I needed to click on the biggest circle... other than that, nothing seemed to work." The controls aren't broken. Finding them is the actual game.
Biggest strengths
- The core mechanic is real and confirmed working, not just claimed: a held drag from a controlled (green) planet to any other planet correctly launches a fleet, verified directly by watching a planet's troop count drop and new ship sprites appear in transit toward the target, on a simulated 390x844 touchscreen with zero console or page errors
- Touch and mouse are unified in the source rather than bolted on separately — the same touchstart/touchmove/touchend and mousedown/mousemove/mouseup path drives the identical drag-to-send logic, and there is no mobile/userAgent gate anywhere disabling either one
- The whole map fits and plays out in real time on a phone screen with no horizontal overflow or forced pinch-zoom, confirmed on both the phone and desktop profiles — a genuinely responsive canvas, unlike several other candidates reviewed this batch
Biggest weaknesses
- There is no in-game instruction of any kind — no menu, no help text, no tutorial, confirmed by searching the actual page source for any player-facing explanation and finding none. A 2026 test of the drag mechanic only succeeded because the source code was read first, not because the game taught it
- This is not a hypothetical concern: a 2016 js13kgames.com judge's comment, still on record, describes exactly this failure first-hand — "I wish there was some instructions... I found that I needed to click on the biggest circle and the number would increase. Other than that, nothing seemed to work, sadly" — the same barrier this review hit nine years later
- A modest, not a standout, competition result: js13kgames.com's own results page places it 43rd of 60 entries in the 2016 Overall category, and judge comments on record are genuinely mixed rather than uniformly enthusiastic
Who it's for: Galcon fans and RTS-lite players patient enough to reverse-engineer the controls, or willing to read this review first
Our recommendation: Worth five minutes once you know to drag rather than tap — which, given the complete absence of in-game explanation, is more than most players will ever discover on their own
5.5 / 10
Galcon's pitch has been cloned dozens of times because it's a genuinely good fit for a small file size and a touchscreen: drag from a planet you own to one you don't, and a fleet launches automatically to fight over it, all happening continuously in real time against an AI. Glitchcon is a 2016 js13k entry built on exactly that idea, with a glitch-themed aesthetic layered over it, and reading the source rather than guessing confirms the mechanical part actually works. What it doesn't do is tell anyone that.
The drag mechanic works, confirmed directly
Rather than trust the premise, this review tested it: a held drag from a controlled planet (rendered green, with a troop count) to any other planet on the map, run through a real touch-emulated drag on a simulated phone screen. It worked exactly as a Galcon clone should — the source planet's number dropped, and new arrow-shaped ship sprites appeared in transit toward the target, all with zero console or page errors across every test run on both the phone and desktop profiles. Reading glitchcon_minified.html confirms why it holds up on touch: touchstart, touchmove and touchend run through the identical function as mousedown, mousemove and mouseup, with no separate mobile code path and no user-agent gate disabling either one. The canvas itself is genuinely responsive too — the full map fits a 390-pixel phone screen with no horizontal overflow and no forced pinch-zoom, which is more than several other candidates in this review batch can claim.
Nobody told the judges either, and nobody tells you
Here is the actual problem, and it isn't a guess: a search of the full page source for any player-facing instruction, help text, tutorial or how-to-play string comes back with nothing. Not a tooltip, not a first-launch overlay, not so much as a caption. That would be a minor gap in a game with an obvious, familiar interface, but Galcon's whole control scheme is a drag gesture that isn't visually hinted at anywhere on screen, and the historical record shows real people hitting exactly that wall. A 2016 js13kgames.com judge's comment, still visible on the competition's own results page, describes it plainly: "I wish there was some instructions so that I knew exactly what I was doing. I found that I needed to click on the biggest circle and the number would increase. Other than that, nothing seemed to work, sadly." That is close to word-for-word what this review would have concluded too, had the source code not been read first to confirm the drag gesture was the actual answer. Ten years on, nothing about that has changed.
Two smaller gaps compound it. No win condition, score, or end-of-game state of any kind turned up in a search of the source — a session is an open-ended skirmish with no marker for what winning even looks like. And the competition's own numbers are honest about where this landed at the time: 43rd of 60 entries in the 2016 Overall category, with judge reactions on record that split between "very cool" and "very inventive" on one side and the confused, instruction-less experience quoted above on the other.
The verdict
The mechanical core here is real, and it deserves credit: a live, continuously-simulated RTS with working AI opponents and functioning touch controls, built to fit inside 13 kilobytes, is a genuine achievement, and this review confirmed the touch layer works rather than assuming it. But a control scheme nobody explains is a control scheme most players will never find, and that isn't a hypothetical risk here — it's a documented outcome, reported by a professional reviewer the first time this game was ever shown to anyone. Worth five minutes for the curious who read this review first; not something to hand a friend with no context.
Pros and cons
Pros
- The core mechanic is real and confirmed working, not just claimed: a held drag from a controlled (green) planet to any other planet correctly launches a fleet, verified directly by watching a planet's troop count drop and new ship sprites appear in transit toward the target, on a simulated 390x844 touchscreen with zero console or page errors
- Touch and mouse are unified in the source rather than bolted on separately — the same touchstart/touchmove/touchend and mousedown/mousemove/mouseup path drives the identical drag-to-send logic, and there is no mobile/userAgent gate anywhere disabling either one
- The whole map fits and plays out in real time on a phone screen with no horizontal overflow or forced pinch-zoom, confirmed on both the phone and desktop profiles — a genuinely responsive canvas, unlike several other candidates reviewed this batch
- Cleanly MIT-licensed, confirmed by reading the actual LICENSE file, with the author credited both there and in the js13kgames.com competition record
- A real technical achievement for the format: a live, continuously-simulated multi-planet RTS with AI opponents and in-flight fleet animation, built inside the 13-kilobyte js13k limit
Cons
- There is no in-game instruction of any kind — no menu, no help text, no tutorial, confirmed by searching the actual page source for any player-facing explanation and finding none. A 2026 test of the drag mechanic only succeeded because the source code was read first, not because the game taught it
- This is not a hypothetical concern: a 2016 js13kgames.com judge's comment, still on record, describes exactly this failure first-hand — "I wish there was some instructions... I found that I needed to click on the biggest circle and the number would increase. Other than that, nothing seemed to work, sadly" — the same barrier this review hit nine years later
- A modest, not a standout, competition result: js13kgames.com's own results page places it 43rd of 60 entries in the 2016 Overall category, and judge comments on record are genuinely mixed rather than uniformly enthusiastic
- No stated win condition, score, or end-of-game message was found anywhere in a source search; a session plays out as an open-ended skirmish with no visible objective marker to work toward