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(3 edits) (+5)

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This is pretty good! You have to be on your toes the entire time or else those aliens will get you. I was on the lookout for enemies the whole time. The sword quickly becomes overshadowed by the gun. Even if it takes more hits to kill an enemy with the gun, it’s more advantageous to keep your distance.

I’m shocked how much stuff the team was able to put into this game in such a short amount of time, in 3D no less, and not only that but how enjoyable it was. My favorite part of the game is how the world is one big level and crossing the bridges/long paths mark the end of the “level” and gives you a ranking. It’s more interesting than a level clear screen and fits the tone of the game.

The music is great! I especially love the main theme, how heroic it is, and how it showed up during the final boss.

I’m a little sad that I’m not in the credits at all, not even as a special thanks, but I understand that I left the project near the end with nothing more than a prototype and so none of my 2D work made it in the release. I made a little website to talk about my unfinished work on Tempest there.

(+2)

I read your blog and all the work you did towards the project. Despite none of your work making into the final game, you worked really hard and I think that counts for something. I have my fair share of half-finished or abandoned projects, but all that time and effort doesn't just go away. Great job dev - keep working hard ( ˵ •̀ ᴗ •́˵)☆

(+2)

Thank you for taking the time to read it and for the kind words! 🙏 I will keep on trying!!