
Shoot, punch, and cast to the enemies beat. Survive chaotic and dynamic tempo driven rounds. Dash to keep within tempo range or dash to avoid incoming damage.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media
About
Genres
Stats
Languages: English**languages with full audio support
Reviews
Vurun, yumruklayın ve yendiğiniz düşmanlara saldırın. Kaotik ve dinamik tempoya dayalı turlarda hayatta kalın. Tempo aralığında kalmak için atılma veya gelen hasarı önlemek için atılma.
"Tempo Mayhem" is another one of those things where a developer sees a successful game genre that doesn't need any help and decides the best way to improve it is to hold it down kicking and screaming and bolt "Dance Dance Revolution" QTE mechanics onto it to make it better. This philosophy is why amateur developers can't get jobs as professional developers, and it's displayed perfectly with the example provided here by "Tempo Mayhem", which failed so badly on Steam the developper gave up. What do you do in the game? It's like a shooter/brawler but instead of being fun, you have to play Dance Dance Revolution to beat the enemies. Nobody liked that. The developers abandoned this 2 years and 4 months ago. It will never be completed. This unfinished game is just polluting Steam and making it harder for gamers to find genuinely, completely made games. The game is really simple and unambitious in terms of implementation, more of a tech demo or one of those cases where an amateur developer spends $100 to publish something on Steam Direct to see if it's possible. Yes, obviously it's possible. A proof of concept, tech demo, or something that's less than a little blip on the radar isn't offering anything truly valuable to gamers. I'm not sure if this is an asset flip, but it's one of those cases where the assets just look much better than the rest of the quality of the game... a glaring inconsistency. A lot of the stuff looks like stock assets with pallette swaps. There's no evidence, but as always, the biggest problem with asset flips besides the plagiarism is the deplorably low quality of the other aspects of the game, and even if the game assets are genuinely created for the game, the quality of the rest of the game is indistinguishable from that of asset flips. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. On the important matter of pricing and value for gamers, there's a lot going on here with monetisation, so this really shouldn't be considered a truly free product because of that. There's no initial download price, but the developer was charging $1 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. So this is "free", but it's abandoned. Worse, it was never intended to be free. The developer intended to charge for this if it ever left Early Access... but the developer just couldn't be bothered. Making this abandoned pollution that gamers need to filter through when searching for products made by more ethical developers who fulfill their promise to deliver on their Early Access commitment instead of breaking that promise. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 2 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Since free games don't contribute to your game collector badge and other profile stuff, is this a worthwhile addition to your Steam library? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
☀️
Ну 15 раундов да, последний сложный - да, но я ♥♥♥♥ его проходить.
Игра 'Tempo Mayhem' – это безумно захватывающий ритм-платформер, который заставит ваши пальцы и мозг работать на пределе! С самых первых секунд она подкупает яркой графикой и энергичным саундтреком, который идеально синхронизирован с геймплеем. Идея проста: прыгайте, скользите и атакуйте в такт музыке, чтобы преодолеть уровни, наполненные ловушками и врагами. Однако, простота концепции обманчива. Сложность нарастает быстро, требуя от игрока молниеносной реакции и отличного чувства ритма. Начинаешь чувствовать музыку, предугадывая следующие препятствия. Уникальная система модификаторов, которые можно активировать между уровнями, добавляет тактический элемент. Можно усилить атаку, добавить двойной прыжок или замедлить время. Правильный выбор модификатора может значительно облегчить прохождение сложного участка. Единственным минусом можно назвать иногда возникающие проблемы с синхронизацией игры и музыки, особенно при нестабильном интернет-соединении. Но в целом, 'Tempo Mayhem' – отличный способ проверить свои навыки и просто здорово провести время. Рекомендую всем любителям ритм-игр и динамичных платформеров!
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.
Related
| Schedule I | $182.2M | 281.5K | 98% | $19.99 |
| Phasmophobia | $231.7M | 679.6K | 95% | $13.99 |
| ULTRAKILL | $101.2M | 208K | 97% | $29.99 |
| Scrap Mechanic | $63.1M | 118.2K | 92% | $19.99 |
| The Isle | $59.9M | 116.5K | 80% | $19.99 |
| Lethal Company | $58.9M | 509.7K | 97% | $9.99 |