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Tempo Goat

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A member registered May 09, 2018 · View creator page →

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I'm surprised i could run this in the pcsx2, had no technical issues. Well done!

Combat is simple but feels good to connect those punches with the mecha enemies, i just noticed that the attrack animation  sometimes gets stuck and you can't move until you press the punch button again to cancel the animation. If that's intended there should be an indicator to let you know you need to cancel that action.

I'm not sure but i think i collected all the cubes? I backtracked and came back to the pit area to look for something i missed but never found something else so i guess that was it.

Overall, it really gives the nostalgia of early ps2 games and can't wait to see what you guys do with the engine.

It is a really cool and adictive game, i found engaging making different builds  and loved the visuals. I might play again to get all the parts.

Sorry for the late reply. Thank you, i appreciate it!

It was really cool, i like this take on point and click games! :D I can see me playing this more.

Thanks for the feedback! Haha yes it's silly so I adjusted the difficulty a little so you can get a fair amount of deaths before winning. If you want to play more, we just added 2 more tracks ;)

Thanks for sharing your feedback! Glad you liked the game, we recently added two more tracks if you want to play more!

Gracias! Si me esmeré en ese detalle uwu. Me hubiera gustado meter tutorial durante porque si necesitaba un poco de explicación :(

F

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Nunca encontré el último tronco que me pedía :(((. Me gusta lo del sistema de tiempo, lo único que juega en contra es que el tilemap del bosque nunca refleja cuando es de noche. Como sugerencia creo que ocultar obstáculos detrás de los árboles dificulta la exploración, aún con el fade que les hace a los árboles (bien por el fade).

Me confundí un poco al ver que no necesitas (o no puedes?) tomar todos los libros en el segundo nivel. El arte está muy bonito y los efectos de cámara y estilo en general están buenos :).

!No

Gracias, el cover art es una composición que hice con imágenes generadas con Midjourney xDD. Sí, toma los conceptos de juegos de rieles pero en vez de disparar casteas un hechizo con el teclado.  Lamento escuchar eso, ese es un bug que ya arreglé y viene en la siguiente versión. Muchas gracias por jugar y dejar tus comentarios!

Como clicker me parece muy divertido, nada más sugiero más feedback visual como reflejar que se están dañando las torres ya sea con partículas o texto, es muy satisfactorio ver eso en ese tipo de juegos.

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No había visto el texto de las opciones en las primeras partidas e interpreté los swipes como sí y no. pero si entendí al final. Me gustan los visuales en general y el concepto está interesante, me gustaría que durara un poco más por el tipo de juego pero las decisiones están bien pensadas y te anima a reintentar para ver qué te sale.

Me gusta mucho el estilo y la ambientación está muy bien lograda. La primera partida pude encontrar todos los interruptores fácilmente pero en la segunda me perdí (cambiaron de lugar los interruptores?) así que aproveche para ver si se podía perder y me gustó que el juego se hace más tenso entre más vueltas das. Lo único que me sacó un poco fue que pudieras pasar a través de las brujas fantasma y creo que si me quedé con ganas de más al final. Muy bueno todo.

Thanks for playing! I enjoyed watching your gameplay and glad you find it cute :D.
There is a little more to do as holy described.

This was really fun! The art is charming and the core loop is good enough that doesn't feel tedious playing many times. Loved all the character(TM) inclusions here, not just Resident Evil inspired. 

I didn't test enough with keyboard but with gamepad it feels good and more dynamic to play, i prefer to play it that way. I'd cool if you add aim assist because i suck at aiming lol, but it wasn't really a problem. I managed to defeat the boss and unlock the secret character, who was a nice surprise :D.

I think overall the character variety is fine and fun to play. I'd love to see more synchronization in Ro's animations since she has long range and the bullet comes from the character center.

I didn't figure out in my first run you can fast travel in the minimap, i think that's a cool feature :). 

Thank you! Yes, i was inspired by Limbo and Death's Door when doing this :D 

It's good to know that you liked the batteries economy, I'm still finding balance so it doesn't feel unfair to play. Right now, the issue i need to solve is that the player can get softlocked if it doesn't have enough batteries to open a door. Aside from that, players can refill if they lose all batteries when dying, but they get demoted.

What do you think about the revealing mechanic?  Was it difficult to navigate the hidden platforms with enemies in the room?

Yep! A minimap is a must  so I'll include it in the next build.

The puzzle design is pretty cool, although i think a rollback button with some steps limit might help in the later levels,  i mistakenly pushed some rocks and had to restart all over :(. 

I like how you set the funny tone of the overall game, little details like the rock bounces and the music. The levels have good difficulty,  i suggest you should add a twist in the push mechanic. By level 8, the novelty gets away if you only see more rocks on the screen.

I tested the mobile port and it runs well and the controls are responsive :)

Sorry to hear that :(. I released a new build with tutorial messages included, hope this makes the controls clearer.  Anyway, if you have other suggestions, don't be afraid to ask me.

Fragsoft

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Hi there, in order to improve the game experience of Into The Void i decided to create this topic. If you run into a bug, please use this forum to share your game breaking findings and solve it as soon as possible! Or laugh of the funny bug.

Steps to report a bug:

  1. Describe the inputs and actions you performed before the bug.
  2. Describe how the bug is affecting your game experience.
  3. Please share a screenshot or video of the bug or issue

The struggle is real :(

I slept on the jam a bit but I'm currently doing an isometric game where you reveal the contents of a room with your flashlight.. The twist here is that monsters are hidden in the objects so you must find them before they attack you from behind.

 

Hi, i recently discovered this game :) 

I like the offerings mechanic and the decisions you can make along the way. I think the control scheme need some improvement though since it is a little painful to play, maybe use the z/x/c controls from Hollow Knight?

There is some details too that could be tweaked, i like the dynamic button jump but the physics are too heavy for the character, it should be able to backtrack areas. I understand it is a prototype so there is always room for feedback. 

Unfortunately, i couldn't complete the demo because the boss bar overlapped with the death menu :(.  It would be awesome if you continue this prototype since it is decent and the concept has potential.

Hi! Yeah, it's pretty hidden haha that was not the intention though, thanks  for your feedback :) 

Thanks for your feedback :), i appreciate it. 

We will make the objetive more clear in the next build to prevent misunderstandings.  

Oh i see, well there was a screw up from our part :p. There is an up button (space) and you are supposed to go up because  the lack of parachute lol. We will make it clear in the next build since this could get the wrong idea.

I loved the voxel aesthetics and the idea of having a stress bar for the cat. While i like fixed camera angles, i think the directional controls should not have the cat rotating until you press forward, it misleads you from where you want to go (maybe instead just have the cat dissobey you progressively as you run out of food?).  

I couldn't finish it because i kinda got lost but the concept is amazing and the art is beatiful :).

I love how unique this game is to the theme <3. The game is challenging and it has a ridiculous touch that i like it! I was wondering why Castro was always winning until i read the historical event. 

Maybe just add more info on the points each party has in realtime? It could improve the game feel even more if this turns into a 2 player, since i assume penalties also affect the opponents. Otherwise, this is one of my favorite entries in this jam.   

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At first i didn't get it but after messing with the systems i finally got to like it! It's a nice concept because it is not a race but a balance of power. 

Even tho there is no tutorial as mentioned, i think the game flow was great  and maybe you could improve the UI (aside from the currency, which was easy to understand)  to make it more accesible :) 

Great job! :D

Thanks, we appreciate it! 

It's a shame the game doesn't run smoothly on some devices :( , but we will fix it to improve the game performance. Maybe it has to do with the topology, because the textures are already reduced. 

UwuUr

I really had fun with this one! It's simple but the aesthetic is cute. Maybe you should add a restart button, I tried to do perfect score but every time I failed I had to refresh the page.

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I liked how this fits in the theme, it's wholesome and it is an interesting concept. I find a little odd the emote controls (maybe just use the number keys?).  I think it could be expanded further by giving meaningful interactions with the npcs, that would add to the experience (though the randomization makes the npcs feel like a different character already).

Nice concept! It took me a while realize the rules but it certainly is addictive. I just think the timer is too quick and at times it becomes frustating. Maybe start with some free space to let the player adapt? And then ramp the difficulty progressively...

I like the twist  "you are the corrupt copilot" as it fits nicely with the theme. The goal is silly but it definitely has its charm and although there is no clear visual guide at all, the voice lines  really do the job of helping you get out off the road! 

One thing i should consider is that once you know the gimmick,  it can get a little trial and error as you can get messy with the controls and still win, but i guess that was a design choice. It definitely  has potential and i would like to see more of it.

It was more a time decision more than a design choice (not adjusting this to a more common resolution lol). Will keep updating this game because i like the vibes so yeah window resolution and ui is expected to be improved :)

It's quite a chanllenge at first but later when you learn the behaviours it makes the experience more intuitive. I think what could be improved is the enemies, they don't represent a threat at all and they don't force to change your strategy. Overall, i think it has good potential for a simulator.

I like the theme and the concept so much, it really evokes the feeling of being out of control. Aside from the motion sickness issue, i think the camera spinning makes hard to read the scenario even with the minimap. Otherwise, the slow-mo is purrfect and it really helped me in the isolated space.