About This Game COOPERATION IS KEYGoing solo is not an option! Tackle an increasingly challenging and bizarre world filled with puzzles which will push your cooperation skills to the very limits. Remember you are only as strong as each other and your communication skills are what will help you escape. Average playtime 2.5 hours.Join our Discord (OtherTales) and find a friend to play with! Find your way to our Discord and learn how to play in our FAQ: https://steamcommunity.com/app/790740/discussions/0/1796278072829123266/NARRATIVE ADVENTUREDiscover a deep story and atmosphere inspired by Scandinavian fairy tales while entering a hand drawn world. Explore different locations in an eerie village: visit an old clock shop, investigate rooms with creaky floorboards, and venture down into a dark basement to find the answers you need to solve the puzzle.SIMPLE CONTROLS, CHALLENGING PUZZLESTick Tock is so easy to pick up that anyone can join the adventure! All you need is a partner who can communicate what they see in order to solve each puzzle and you will be able to escape without any scratches.CROSS-PLATFORM PLAYThis game can be played cross-platform, play on Nintendo Switch, PC, iOS, Android or Mac! It’s up to you how you play: play on two PCs, or get cosy on the couch with your Switch and iPad!STORYIn Tick Tock: A Tale for Two you and your friend find yourself trapped in an eerie world created by the skilful clockmaker Amalie Ravn. Your mission is to escape! But to do so you need to navigate a mysterious, sinister clockwork world filled with secrets and cryptic puzzles. To find the truth and ultimately escape this place, you must combine the information on both players’ screens. Prepare yourselves for a narrative adventure where your communication skills are put to the test. Shout out instructions, discuss what you see, and listen. But remember: time is ticking. Supported by the Danish Film Institute - The Games Scheme b4d347fde0 Title: Tick Tock: A Tale for TwoGenre: Adventure, Casual, IndieDeveloper:Other Tales InteractivePublisher:Other Tales InteractiveRelease Date: 7 Mar, 2019 Tick Tock: A Tale For Two Download Setup Compressed tick tock a tale of two прохождение. tick tock a tale for two skidrow. tick tock a tale for two multiple endings. tick tock a tale of two walkthrough. tick tock a tale for two phone. tick tock a tale for two switch release date. tick tock a tale for two how to play. tick tock a tale for two chapter 1. tick tock a tale for two bird cage puzzle. tick tock a tale for two player 2. tick tock a tale for two chapter 3. tick tock a tale for two app store. tick tock a tale for two bird cage. tick tock a tale for two. tick tock a tale for two mobile. tick tock a tale for two reddit. tick tock a tale for two wiki. tick tock a tale for two gameplay. tick tock a tale for two steam. tick tock a tale for two quarts. tick tock a tale for two price. tick tock a tale for two morse code. tick tock a tale for two switch. tick tock a tale for two mac. tick tock a tale for two explained. tick tock a tale for two lösung. tick tock a tale for two android. tick tock a tale for two play store. tick tock a tale for two cheap. tick tock a tale for two solutions. tick tock a tale for two ending. tick tock a tale for two how long to beat. tick tock a tale for two ending explained. tick tock a tale for two bird. tick tock a tale for two stuck. tick tock a tale for two save. tick tock a tale for two free download. tick tock a tale for two raven This game was awesome and although it is short, it is an excellent game to sit down and play with a friend and have a few laughs. There is not much replayability in it but for $6 the game was more than worth it.. The game is beautiful and simple, and it was a fun concept to play with another friend through a discord call. It had a lot of potential, and started out with a beautiful story that was fun to unravel.However, this game has no replayability and only took us about 3 hours. Once you beat all like, 15 short puzzles, you come to the end of the story, and the plot of the story is literally about wasting time. They literally just write 'you wasted x minutes'. It's as if they were rushing to finish it, which is a shame. Neither the game nor the story feels complete. If it was free, I'd recommend. Otherwise, there is better options.. The game is was a super enjoyable two hours. The ending was a huge punch line that I appreciate greatly. For any fans of we were here too and portal, this is your game.Good job guys.P.s. To anyone complaining this game was short, it takes around two hours but costs you almost nothing. Stop.P.s. P.s. Y'all ever just.... realize your friend is really stupid? (ILY Johnny). Somewhat short game, but well worth the price. My partner and I came away extremely satisfied. Great combination of challenge and casual gaming. Would recommend. Update Alpha 4.10: ChangesAdded a hotkey to open the Feedback panel at almost any timeIf the SteamAPI isn't able to initialize, it'll retry a few times. If it still fails, the game will close. (If you have Steam open and are unable to play the game, I'm not entirely sure why it doesn't work). More multiplayer progress: Slowly but surely making progress getting things working with online mutliplayer. There's still a long ways to go. So far there's...Player spawn syncProjectile syncPlayer level, upgrade, xp and skill point syncSome of those things still need to be fixed even more so that they properly handle what happens on a newly joining player's game when there's already a game in progress. I still need to think about whether or not players should even be able to join while the game is in progress.. More multiplayer progress #3: This may be the second-to-last update before I take it out of the multiplayer_test beta branch. Afterwards I'll start working on more abilities and weapons. Also more enemies will be added afterwards.Changes. Update Alpha 4.9: ChangesFixed color picker accept and cancel buttonsIncreased the text limit for the feedback descriptionKnown IssuesUI Elements being highlighted and unclickable after changing menusMusic not starting on the game's first runFuture ChangesOpen feedback panel using a hotkey. Quadrablaze in an IndieGala Bundle: Get Quadrablaze in the IndieGala Monday Motivation Bundle. Get it before it ends in 14 days![www.indiegala.com]. Granado Espada Quadrablaze Keep up to date: If you want to find out more about what's going on with the game, head over to these places. They're where I usually end up posting what I'm working on!YounGen Tech - Discord Server[discord.gg]Trello[trello.com]TwitterFacebook[www.facebook.com]. More multiplayer progress #2: Another step further to completing the multiplayer side of the game. Of course, more game features will be added afterwards and bugs will still be present.Multiplayer features added to the multiplayer_testing beta branch Lobby searching Lobby privacy settings Spectate players after you die Game quits back to the lobby after everyone is dead (possible bugs added here) Nametags above players' ships Made adjustments to how custom ships are uploaded and imported. It now uses json to store data instead of xml.. Current Status Update: Right now the game is being tested in sort of a closed alpha/beta to work out as many bugs and errors as possible. The focus right now is on the custom ships and the Steam Workshop. So far everything works as intended. You can import and upload your own ships to the workshop. Subscribe to ships from the workshop. At the moment it just uploads whatever is in the folder that your ship is in, so that may need to be changed before releasing the game.After the game is released the new focus will be shifted to adding new abilities, weapons and/or enemies. The menu navigation will also have to be updated to work better with gamepads (ex. sometimes no UI elements will be selected which means that you'll no longer be able to use the gamepad to navigate through the menus!).As for multiplayer... It will be attempted to be added. Multiplayer coding can make game development wayyyy harder. Sure the game would be soooo much more fun with others helping fight off baddies but now all abilities, enemies and menus will have to be changed to work properly with multiplayer in mind. One particular problem I have in mind that might make things difficult is... what happens if a player disconnects for whatever reason? Should the player be allowed to join back? If so, do their stats get saved or do they start back at level 1? Yea... there's so much more to think about if the game is multiplayer. But hey, it'll at least be attempted! If it turns out to be too big of a pain to implement right now, then it'll either be saved till later or just scrapped all together.. Multiplayer Progress and Steam Invites: Looking into getting Steam Invites working to replace having to connect with an IP and port. In my experience, connecting via IP and port has always been a hit-or-miss thing to use. Sometimes it works flawlessly and other times you have to fiddle with opening ports or using Hamachi. I'd rather not. So using Steam's lobby and invite systems will help players connect to each other without having to worry about all of that. I figured that, since the game is only available on Steam, that I might as well limit the connections to only work through Steam Invites! If this doesn't work, I don't know what will! I don't want to have to revert this game to being singleplayer only unless I absolutely have no other choice.
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Tick Tock: A Tale For Two Download Setup Compressed
Updated: Mar 12, 2020
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