Anyone can place a kick and a snare on a grid in five minutes. Getting the result to push forward instead of dragging is another matter, and it doesn't come from knowing more patterns: it comes from hearing the difference between a hit landing exactly on the beat and one landing a few milliseconds early or late.
Nudging the snare early gives urgency; pushing it late gives ease; varying hi-hat intensity turns a mechanical sequence into something that sounds played. Glitch Beats lets you program the pattern and then move it, so you hear the effect of each shift instead of reading about it.
Another part of the game hands you a beat with something broken and asks you to find it. It's deliberately uncomfortable, because diagnosing is harder than creating: building from scratch you pick what you like, whereas fixing means identifying what specifically doesn't work in something that already exists. It's exactly the skill mixing asks for.
Programming, listening and exporting work free without signing up. An account only exists to save beats between sessions.
Yes, by exporting the beat as a WAV. The tool is meant as a place to decide the groove, not as a substitute for the sequencer you produce in.
Because a bar is cyclical and a grid draws it as a list with a start and an end. On a ring you see at a glance which hits fall opposite which, which is how groove works.
No. What's trained is rhythmic perception and programming judgement. If you also want to train execution, that's Beat Drop.
For the dynamics side — how hard each hit lands and why — see the compression guide, and to pull the tempo off a reference to work over, the BPM detector. And when the beat is there and the problem is kick and bass sharing the same space, the sidechain guide.