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MARTIAN TURTLE's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visual | #11 | 4.158 | 4.158 |
| Fun | #12 | 3.842 | 3.842 |
| Overall | #16 | 3.789 | 3.789 |
| Audio | #19 | 3.526 | 3.526 |
| Theme | #41 | 2.895 | 2.895 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
Some SFX from Freesounds.org
Are you using any AI generated assets?
No
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Comments
Im super impressed! This was a joy to test out. So much content here considering the time constraint.
I’ve always been fascinated with three.js projects, and this is no exception. I like the cartoony / sci-fi aesthetics on display here, and the sound queues for the enemies when they spawn are a nice touch, as well. The ship’s large hitbox took a bit to get used to, but it was easily mitigated by the dash mechanic. Overall, this is a pretty cool entry!
Thank you so much
I love Three and phaser, i come from web design, so Im really used to those kind of engines
The visuals are quite striking, it's probably hypocritical of me to say the camera became a bit of my enemy, as having no way to turn it makes it very difficult to move towards the screen at enemies that have spawned behind me. I wish that when they spawned in they gave us a little room to breathe, a couple times i either died out right or took damage simply because an enemy spawned in and shot faster than i could react.
This is all nitpicks though from someone salty they lost haha, it's a really impressive amount of work to have done in 10 days c:
Thank you for playing!
Yeah, enemy spawns were a bit of a challenge, on one hand, having enemies shooting you from outside the screen feels bad because its hard to know what kind is and what pattern is it shooting, in the other, having enemies spawn close sometimes is bs cuz you are dashing and you collide with them by accident
If i had more time I would adjuste it better, but for what it is, its functional enough
Love the unique perspective you went for. It felt really fresh playing something from that kind of curved/orbital view, and it made the game stand out. I also loved the rush and risk/reward of having to expose yourself as the pilot to grab pickups. That was such a cool mechanic; you really had to commit yourself to going for them and making yourself vulnerable.
The game was very stylish too, and the sound design was balanced nicely. Did you make the music as well? It sounded great. Also, even though it's just a vessel, the Shellriser is super charming!
Thank you so much!!
Yeah! After dying 1 million time to the 3rd wave of the 3rd level I finally completed the three levels.
I had a lot of fun! What's happening on the screen quickly gets as clear as if you were playing on a plane surface, I like the colorful style of the enemies, the game controls perfectly and the sequences are pretty fun to beat with the exact difficulty I wanted to deal with at the moment. The pilot leaving the ship to pick the power-up is a very cool and original mechanic.
Thanks for sharing!
Thank you so much for the kind words!!!
Also congrats on beating the 3rd level, with all my time playtesting I have only beaten it once. The spaceship and big red enemies take too long to kill, so they overlap too fast, but I didnt have time to tweek it
Impressive entry !
I really love the aesthetic, somehow this reminds me of some dreamcast games and feels like a mix of Jet Set Radio and Chu Chu Rocket, the turtle ship looks really rad as well XD
Gameplay wise there’s a lot of interesting design here, the movement that follows along the planet’s orbit is a really nice touch and the fact that you have to let the pilot out of the ship to collect and retrieve the powerups is pretty original !
Very polished entry as well i don’t think i can say much more about it.
Well done :)
Thank you king :)
I’m certainly no king but you’re welcome :p
Sorry my Royalty? Monarch????