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ChallAcc

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A member registered Nov 18, 2022 · View creator page →

Creator of

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I'm getting the same on Win 11. I believe that's a bug with Firefox, as it works on Chrome and Edge. I note that the cursor doesn't display the sprite version, and is instead the default windows cursor.

"Yeah, overall I really like it, although I do get a little frustrated with myself when I forget a recipe - maybe in the easy version you could build up the recipes over time/multiple playthroughs."

I think I'm going to have to add this in. Seems like too good an idea to ignore :)

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You're managing to get a new worker at 60 turns? That's really impressive! Nice one! I tend to get my first one around turn 120 in my dev version.

The time that appears at the bottom represents the character's age, but rather than counting up, they're counting down. In the full game, you'll have 200 turns at a minimum on the hardest mode, and 500 on the easiest... in addition to another way of gaining time ;)

As this is a demo, you're not meant to be able to do everything, and certainly not win, but it sounds like you're pulling off things I wasn't expecting people to manage :D

I'm currently on track to releasing the game early next year. I updated the page to represent the Steam page and Kickstarter I currently have set up for the game. If you're interested in picking up the game at a Discount, Kickstarter is the way to go ;)

I'm really glad you've enjoyed playing it! Thank you!

I'd love to hear more of your thoughts!

Haha! Loved the story :D

When I had the first real build of the prototype, the most advanced card you could make was an "Apple Pie", so I frequently make that as my goal.

Thanks for finding the bugs. I have now fixed them, and will hopefully upload it in the next couple of days.

I spent a lot of time researching how buildings, tools and items were created in real life, so I'm glad you're enjoying the crafting.

Glad you enjoyed it! Let me know what you enjoyed the most and I'll make sure I throw in some more ;)

Hey, Rug!

Thanks for dropping in! You've been incredibly helpful in Temporian's development so far, thank you! Please continue XD

I haven't considered improving the nomads, but I'm sure there's something I can find for them. However, I love the idea of specialists. I think I'll make that my next focus!

I look forward to adding in more story events, and if I can think of a good idea, I'd like to add in some morality, like the way Frostpunk does theirs.

Again, thanks for your help these past few months!

The black cards are "Idea" cards. There's about a 10% chance that while working alone, without tools, your settlers will think of combining cards together to create something new. For example, Worker & 2x Fiber creates string, while Worker & 4x Fiber creates rope. The game recognises that because you know of Fiber, you can use that to make something else. Think of it as free research.

I'll have a message appear explaining this, as well as change the plain black card to a lightbulb.

Another thing I will have to work on, based on your feedback, is the need to put across the idea that tools are the most versatile recipe in the game. You can craft them using any combination of Sticks, Stones, Bones or Flint. For example, 2x Sticks will produce a tool. Adding string to the recipe will allow you to produce more durable tools.

Again, I'll include a message highlighting this when the player uses their last tool.

Strangely, the game is already set up to balance out the resources you have. If it recognises that you have more water than stone, it will prioritise stone. Odd that it's taken 33 turns to get your first one.

Bugs

Might I ask what browser you're using to play the game? I notice that the Todo and Year texts are not in their correct places. This won't be a problem with the windows version, but it's odd it doesn't happen for me in Chrome.

Thanks for the report on the music. I made some last minute changes to the audio before uploading that may have affected this. Are you playing Standard or Seasonal music? (The default is Standard).

I plan on releasing the full game on Steam, but wanted to gauge peoples interests before moving forward with it. It's probably best to get that set up early, however.

Thanks for your interest in wishlisting it ;)

Thanks for playing the game! I really appreciate it, and your message.

An option to skip or speed up the "zoom in" effect and the eating.

Currently, if you hold down the mouse button during the End Turn Process, it speeds up. I should probably replace the "End Turn" button with "Speed Up" or something.

A way to select a desired card from the bottom row piles (e.g. an easier way to get an apple from the food pile)

If you do a single tap on the food pile, it will switch to a different food type, cycling through until it gets back to the first. I'll need to think of a better way to indicate this.

From a balancing point, I'd wish the research was something that would persist between runs

I'd love to do this, and have been racking my brain, trying to think of how best to add in a rouge-like feature, such as this. The problem I've found during testing is that it takes away the mystery from the discovery. Learn it once, and you have it forever! Seems a bit too easy. Perhaps I can have this feature enabled only on the Easy difficulty?

I plan on creating a wiki once all the cards are finalised, but still, if a better idea comes along, I'd rather do that :)

Originally the game was super hardcore, and for a while I refused to include a recipe book at all XD

Researching the hut only allowed me to see "worker" and "tools" as the recipe

The research will only unlock things that you are currently aware of. Taking the hut as an example, it requires 1x Worker2x Logs, 2x Planks and Tools. To get logs you need a forest. Once you get your first log or plank, the researched recipe will update to reflect those items.

Originally, the game did work the way you suggest, showing the entire recipe, but it didn't feel right for the player to be told they will need items that they don't currently know how to create. I love games that encourage the player to think about what they're missing, followed by that endorphin release once they succeed, rather than the game telling them exactly what to do.

Getting a quarry seems very strange

That's one of the side-effects of the game having random elements. The Quarry is typically the card I will try to get first, as it's a great source of stone. However, I understand how it's entirely possible to simply not find rocks when foraging.

Typically, I tend to build improved tools to reduce the amount of time spent locating Rock. So, for example, combining Stick, Stone and String create a stronger tool with 12 uses.

I will, however, take your feedback on board and increase the likelihood of finding Rock if the player is yet to own a Quarry.


Thanks for the feedback, I really do appreciate it! I'll be adding the name Ravery to the list of settler names next build ;)

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Temporian is a turn-based, survival, deck-builder about a time traveller stuck in the past.

https://challacc.itch.io/temporian-demo

The goal was to allow players to take their time when it came to planning their settlement, as well as testing out what combination of cards will result in a new discovery, meal or technology.

The game features no combat, instead focusing on experimentation, planning, and decisions that may affect the rest of your playthrough.

Features

100+ Unique Cards

Turn-Based

Multiple Endings

Difficult Choices

Dozens of Hours of Gameplay Single-Player Campaign & Scenarios Online Multiplayer

All feedback is valued, so please give it a go!