Fun game! Really interesting art style using the shaders for the background. There's not much strategy to the gameplay, it's more just "run and spray" as others have said, but it's still quite fun.
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Tartartus I's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Design | #28 | 3.216 | 3.556 |
| Game Mechanics | #36 | 2.814 | 3.111 |
| Overall | #48 | 2.680 | 2.963 |
| Interpretation of the Theme | #58 | 2.010 | 2.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I love the way you move in this game! Very fun. It has PS1 game vibes, and the visuals work within the game. But I think the use of such darker colors compromised visual clarity a bit. At some points it was a bit hard to keep track of my characters and the enemies. Overall great mechanics!
Thank you for this epic entry into the jam - I hadn't experienced a planetary/spherical level design like that before and thought it was really neat - the music was spot on as well. Some really cool ideas! Also didn't notice the growing enemies initially, but first time round I whizzed around and second time I was moving slower so noticed the details a bit more! Thanks again!
Smooth and beautiful game. The only strategy that works for me is "run and spray".
Hello tink bat, welcome to the download only gang. We don’t seem to get many reviews, so I’m here to download your game and bump your review count haha. Best of luck. Now, onto the game -> High score -2, not sure if that was intended to mean “negative 2” but I read is as that and loved it. The player movement is extremely smooth, how did you accomplish that? My recommendation though would be to add some screen shakes when things explode, to really add to the feel
Oof, the high score thing is a bug. It should actually say no high score. Definitely needs more juice, you're right! Originally I wanted the lava surface of the planet to dynamically reflect the game state as well, but I hadn't figured out how to pass the entire enemy death update to the shader before crunch time.
If you ever figure that out, let me know. Def something I’m going to need to know in the future. My guess would be to have a signal on a global object, then whenever an enemy dies, trigger that signal with position data. Then on the planet listen to the signal and apply the information to the shader on that object? Who knows
The gameplay is nice and smooth, controls are good. Gameplay overall is simple but fun for what it is. I wasn't sure how much the theme is represented other than having some big enemies. The design and art style overall is cool.




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