
Featuring six levels of intense shooting action, Tiamat X is a rip-snortin tribute to the side-scrolling space shooters of yesteryear, and would be right at home blazing away on the screen of a booming, beer-stained arcade cabinet.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
스팀에서 쉽게 접할 수 있는 횡스크롤 슈팅게임 중 하나인 [b]《티아마트 X》[/b]다. 굉장히 무난한 게임성으로, 해당 장르의 입문자들도 비교적 여유롭게 즐길 수 있는 편. 난이도가 어렵지 않고, 보스의 패턴도 단조롭다. 도전과제 올클리어는 약간의 노력이 필요한데, 마지막 스테이지의 맵 구성만 완벽하게 파악한다면 충분히 가능하다. 그리고 그 파악하는 일도 별로 어려운 게 아니다. ➕ 슈팅게임치고는 전반적으로 쉬운 난이도 ➕ 짧은 플레이 타임(각각의 레벨도 짧은 편) ➕ 여러 무기를 추가시켜주는 아이템 존재 ➕ 간단한 조작(상하좌우 이동과 공격 키가 전부) ➕ 옵션에서 오토 파이어 온오프 가능 ➕ 키 바인딩 가능(W,A,S,D, Space Bar 국룰) ➕ 보스전이 누워서 떡 먹기(진심, 아무리 잼병이라도 이거 못깨면 안될 수준···) ➕ 벽에 닿아도 됨(캬, 이 얼마나 게임을 편하게 해주는 요소란 말인가) ➕ 도전과제 올클리어가 할만한 편 ➕ 트레이딩 카드 존재(플탐 대비 파밍시간 약간 긴 편) ➖ 도전과제 올클리어를 위해서는 '단 한번도' 죽지 않아야 함 ➖ 내 공격에 아이템이 파괴가 됨(시벌··· 필히 아이템 스폰 위치를 외울 필요가 있다) 마지막 6레벨만 조심하시면 됩니다. 나머지 구간은 뒤에서 갑자기 날아오는 놈들 빼고는 주의할 것도 없어요. 물론, 그 전에 각 맵들마다 몬스터 등장 순서와 아이템 스폰되는 구간은 필히 외우셔야 합니다. 다행히 각각의 레벨이 짧은 편이라 진행하면서 자연스럽게 익혀지리라 생각합니다. 6레벨은 맵 디자인이 진짜 거지같습니다. 막힌 길도 있어요. 무조건 다 외워야 됩니다. 여기선 밑으로 가야 되고 여기선 위로 가야 되고······ 그렇게 잡몹 구간만 지나면 됩니다. 보스전이 오히려 훨씬 더 쉽습니다. 그 전까지 잘하다가 6레벨에서 자꾸 죽어서 [i][b]'게임을 처음부터 다시'[/b][/i]한 것만 10번 가까이는 되는 거 같네요. 게임이 조금만 더 힘들었다면 엄지를 내려 갈겼겠지만, 이 정도의 난이도는 스트레스 받지 않고 도전정신을 자극하기에는 충분하네요.
one of the worst shoot'em up games i have ever played. - Bland stages and enemies. - Power-ups are in a fixed places in stages. - Terrible hit box. - little variety in enemies. - runs badly (20 fps or something). - no resultion or any graphics options besides full screen or windowed. - some of the bullets/rockets blend in the background that they are hard to see. - no continues. Stay away from this game even if you got it for free, its just a waste of time.
I admire little dev teams making games, but I got to say this one needs more addictive features and difficulty leveling (Besides another design features). It is beautiful graphically speaking and it is a very cheap game, But it is very hard, the music was a bad choice (Maybe for a point and click would fit) and needs more rewards for the player. Keep it up, you have potential to make something stronger.
Tiamat X is a short shoot'em up, quite easy to play in terms of gameplay but not so easy: there is only one difficulty, no save point, 3 lifes (or 4 if you get the bonus life in the first level), enemies quite unpredictable.... eer nope they are. Really, they are. You just have to remember their place. Because if you want to beat the game, you have to know your path through every level. Music isn't annoying, graphics are ok. So why am I still stuck in level 3? Because I've no real skill. That's what the hardcore gamers will tell me. But... it's not a question of skills. It's a question of remembering the enemies. To see the enemy's bullet through explosions. And mainly, I'm under the impression that when you have to go to the left, you're slower. And the bosses? It's up to you to learn how to avoid their bullets. So, no, it's not a question of skill. It's a question of patience and remembering. Still, the game is perhaps short. But a save system (or a credit one) would have spared many many players the frustration that basically, they're killed in level 5? Too bad, you have to go through all worlds again. Only for hardcore gamers. Or stubborn people like me.
First, let me say I've been playing the DRM-free version since 5-23-2015, plus the 1.4 hours with the Steam one. So don't let that 1.4 hours mislead you into thinking I've barely played the game. With the visuals, the CGI rendering technique that was used offers up plenty of colors used for the shading and detail in the backgrounds and the individual sprites. There are multiple layers of parallax scrolling that give the backgrounds some nice depth, and for the most part, the animation is pretty fluid. The designs for the bosses and ships are a mix, with some that look a bit generic, to others that are nice looking with some interesting traits. Either way, it's clear that the artist behind the graphics put some real effort into their work. However, there are some spots that really feel like someone slacked off. The explosions for one, look out of place and cheap. They don't match the rest of the visuals at all, and truly look like a generic effect that came prepackaged with some kind of software (Game Maker perhaps?). The graphics also have an unfortunate amount of copy-pasting going on. The very first level features constantly repeating lines of ships in the background, as if you're flying through a parking lot. It's literally the exact same ship over and over and over, both up close and farther away. Other levels suffer from this same issue (stage 2's buildings, stage 3's crashed underwater ship, etc.), which results in a cheap look being given to the game, despite the quality of the images themselves. Factor in other issues like how your ship snaps back to its side view when you stop moving vertically, and visibility issues (the missiles fired from the little R-Type looking pod walkers, enemies/shots being hidden in explosions, etc.), and it's a game that tries to look really snazzy, but stumbles at times some keys areas. With the sound, there's not much to get excited about. The music is incredibly minimal and very muffled. There are maybe three instruments going at once, and most of the time, the only instrument you can really hear in-game is a strings-like one. Now I say “in-game,” because if you play the ogg vorbis tracks on their own and turn them up, you can hear faint instruments behind those strings; instruments that at times sound out of tempo thanks to an echo effect that was put on them (this is the drums and timpani, namely). But they're so muffled and quiet that they may as well not be there. This makes the compositions empty feeling and leaves them offering nothing to support the action happening on-screen. Factor in that the compositions themselves aren't overly noteworthy, and it's a glaring hole in the game's presentation. The sound effects fair a little better, but not by much. The shots being fired do their job without offending your ears, while enemy shots and missiles do the same thing. As such, those effects work well. But, there's a problem. The sound effects for things like explosions, ships flying onto the screen, missiles being fired... they all have a fair bit of rumble and bass in them. And when you have a bunch of enemies that fly in and get killed at the same time, they all play those bassy effects together. The end result is a too-loud, distorted and crackling mess of sound due to the same kinds of noises being layered over each other. So yeah, the game's aural qualities leave a fair bit to be desired, and don't stack up well against its visuals. The gameplay is straight-forward stuff. You get powerups, you fight bosses at the end of the levels, you blow up ships during the levels... you all know the drill by now. The hit detection is pretty good, and the enemy patterns came at you from all sides as you progress through the levels. You also get a number of powerups that range from missiles and bombs, to fireballs and multi-directional lasers. These also stack up, so if you do well enough, you can have quite the bit of firepower at your disposal. However, this game throws a few unwanted wrinkles into the mix. First, and perhaps most annoying, is that you rarely see a powerup more than once. The forward-angled side shot? Once. The up+down+back shot? Once. The seven way shot? The fireball? The enhanced electrical ball that passes through things? The bomb? All once. The only powerups you see more than one time are the missiles and the various extra life types (a 1up and a star that appears to give you three lives). So if you miss your powerup, it's gone forever. And if you blow it up... Wait. Did I just say "blow it up"? Yes, I did. You can blow up your powerups. They can take a few hits, but if you're firing away at a slew of enemies and you're not paying attention when that powerup appears in front of you, it can and will explode if you hit it more than a few times. That someone thought exploding powerups was a good idea to implement, truly baffles me. That such an idea was coupled with how most powerups only show up once, makes for a maddening setup that defies logic. If it was done as a means to be different, then bravo. It's different alright. It's also an absolutely horrid idea that should have been replaced before it ever got programmed. Granted, when you die, you still get to keep your powerups. But that doesn't offset the ludicrousness of it all. Lastly, the bosses in this game are pretty unremarkable when it comes to their battles. They're good design-wise, most of them animate when they fire, and they all start smoking as they get damaged. So visually, they look fine and had some nice touches added to them. But their fire patterns are simple and easily dodged, with most of the bosses simply moving up and down on the other side of the screen. It's only the last two bosses that actually start really moving around the screen more, making for some pretty dull encounters with the other four. This dullness isn't helped at all with how two-thirds of the six bosses can be easily beaten due to the huge safe spots in their simple laser patterns, or because of your being able to destroy what they're shooting at you. Sure, the last three bosses have a kind of “hyper mode” they go into when they're half dead, which then increases the intensity of their attack. But even then, those attacks are usually handled with little trouble. Frankly, only the final boss gives you a real challenge with what it does. So really, the bosses are pretty basic as all they do is shoot. No ramming, no arms to grab at you... they just shoot, and shoot easily avoided stuff at that. In the end, what can be said about Tiamat X? It tries, I'll give it that. At times, the visuals are quite nice, the controls feel pretty solid, the hit detection's alright for the most part, and at six stages, you'll likely get your $1.99's worth. But the game's got issues. Various visual and audio problems, iffy and muffled music, little in the way of options to tinker with, no difficulty selection, over half of the game offering little to no real challenge, utterly bizarre choices for how the powerups are handled... all of this really hurts this game. The game's length doesn't help either, as it can be beaten in under 15 minutes. Is the game busted? No. It's quite playable, though I do keep having it crash on me when I try to send my high score to the global tables with the DRM-free version that can be bought elsewhere. But it has some rather glaring flaws that really should have been addressed before this thing went live on Steam. I feel that it was a missed opportunity to spruce it up a bit for a new and wider audience. So to me, the game's a generally nice looking, but very average quality shmup whose main saving grace is its low price. And it's a game that, quite frankly, BBQ Games should have kept cooking on the grill a bit longer before they served it to everyone. Score- 5.1 out of 10 Finally, here's a playthrough I recorded, if you want to see the game in action... https://www.youtube.com/watch?v=Yn2wubNGZfg
Nope - The level design is very dummy and not creative at all compared with similiar games; - The sound effects are annoying and not cool to listen (explosions specially) - Music it totally forgetable; Also No options to adjust sound, music and overall volume. No options to change resolution
[i][b]Типичный арканоид с неочень удобным управлением, халтурно сделаный не рекомендую к ознакомлению вовсе[/b][/i]
Pretty dubious. Visibly laggy despite the fact that it looks like it was made in Klik 'n' Play, the main thing that stuck with me was the muted, churchy soundtrack being almost completely drowned out by the huff and puff of constant, equally muted laser and explosion sound effects. There are no sound options to remedy this. Gameplay consists of wiggling around and holding down the fire key in a pretty fair approximation of a classic shooter, but there's no polish on this game and despite some decent level design in places, the rough edges drag it down. Keyboard controls don't work properly and a gamepad is required for diagonal movement, which you'll need to get past some of the tougher enemies. Failure is met with a sharp cut to a static, emotionless GAME OVER screen that looks like a screencap of a Playstation 2 game. And, as mentioned, there's the soundtrack: continual and never interesting, it sounds like a beginner going through scales on a pipe organ while someone with a headset microphone records it from the other side of the room. On the whole, there may be something for you here if you love the genre and don't mind supporting what is clearly a hobbyist game, but if you're looking for something actual, steer clear.
Tiamat X is of the type of game I really do like. In my opinion under-rated and a real challenge to complete. Doesn't wow graphically but I think the gameplay is very good and I would definiitely recommend to anyone wanting a challenging side scrolling space shooter with some similarity to Space Tripper.
Was für ein Dreck... bei "Tiamat X" handelt es sich um ein Horizontal "Shoot ’em up" der billigsten Sorte. An diesem Spiel gibt es einfach nichts Gutes. Die simple Grafik ruckelt derbe vor sich hin und der Soundtrack ist ein schlechter Witz. Dazu kommt noch, das das Spiel nicht schwer, sondern einfach nur unfair ist. Nur mit Mühe und Not habe ich mich bis zum Endgegner vorgekämpft. Fazit: Keine Empfehlung, lasst lieber die Finger davon.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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