Tick Tock a Tale for 2 is a story-driven, point-and-click game for 2 players created by Other Tales Interactive.
Style of Play:
- Online native experience (can NOT be played IRL)
- Play on demand (i.e. purchase and play any time)
Required Equipment: Computer, tablet, or mobile device
Recommended Team Size: 2
Play Time: There is no time limit, but probably 2-2.5 hours.
Price: $5.99 per player on Steam
Booking: purchase and play at your leisure
Each player plays on their own device and sees a unique version of the game world. Communication is key to fill in the blanks and solve the puzzles.
This game does not require an internet connection because the two versions are independent. You are either playing as Player 1 or Player 2 and staying in sync with each other.
Hivemind Review Scale
Kate Wastl’s Reaction
Tick Tock: A Tale for Two is really just simply delightful. This two-player cooperative game takes you on a journey that hits on an excellent trifecta of storytelling, stunning artwork, and clever puzzling. With both players in a slightly different space within the same game, communication is the key for progress throughout the chapters. Tick Tock: A Tale for Two is downright enchanting in its execution of details, with a generous number of aha moments and mechanics that stitch together over time. I would absolutely tell everyone to make sure they take a moment to hang out with a clockmaker named Amalie.
I love point-and-click games and was especially intrigued by the collaborative aspect of this one, so I jumped at the chance to play and recruited my partner to join in. We enjoyed the two-player format and believe me, it put our communication skills to the test. Tick Tock: A Tale for Two was visually beautiful, with a neat, compact and compelling little world that managed to be mysterious and inviting at the same time. The scene was filled with pretty things, including an utterly delightful representation of one of my favorite animals. Puzzle difficulty was driven by the need for constant communication between the two of us, and most of the interactions resolved in a satisfying manner.
This wasn’t a perfect game. One puzzle that showed initial promise became tedious and long overstayed its welcome. I didn’t connect with the characters in the same way that I connected with the overall game world. The Switch controls were too sensitive. (Steam was a better experience.) And the ending was almost off-putting. But I would love to see more from these creators, along with other games in similar formats. Those types of offerings will absolutely have a place in my life even in a post-quarantine world.
Cindi S’ Reaction
Tick Tock: A Tale for Two is a very creative point-and-click game for two players. The narrative was woven delightfully throughout the puzzles and the techniques used to tell the story were very unique. Even the transitions between sections were really cool. Figuring out the mechanics of the puzzles was fun and solving them often led to satisfying aha moments. Some two-player games can be frustrating when you only see part of the game. However, these two halves fit so well together and the game flow was so smooth between the two of us that I never felt I needed to see both sides to solve anything. The ending took me by surprise, but it was a bit abrupt. What more can I say, except after playing for more than two hours, my first thought was, “I want more!”
Matthew Stein’s Reaction
Tick Tock: A Tale for 2 is a shining example of puzzles as art. Over the past year, I’ve continued to find new value and meaning in asymmetrical information-sharing games, particularly those intended for just two players, as a way to connect with friends from afar. Tick Tock: A Tale for 2 takes this design pattern to a new level through a stunningly beautiful narrative, well executed mechanics, and alluring visuals. The puzzle design was very clean overall, with the exception of a couple of puzzles with ambiguous solution spaces (i.e. there were multiple valid solutions and nothing implicitly confirming the “correct” solution.) I was particularly impressed with the time-themed framing of and transitions between scenes/ levels, which architecturally tied the narrative together in the most perfect way possible. The hype around this game is very well deserved; find a friend and give this a play if you haven’t already!