I like how some shapes have their own behaviors to plan around. It would be neat if different totems granted different carving a specific buff to get the player to plan the carving placement as a form of skill expression. I really dig the aesthetic. Some simple arcade noises would have really pulled this game together for me. Overall, glad to read that you plan on continuing development.
An Actual Typhoon
Creator of
Recent community posts
Thank you for your feedback! There are a lot of knobs we'd like to try adjusting to get the game length down, and confusion over the triangle pieces doesn't help. The triangles actually make things cheaper when they're slotted in, but in hindsight it wasn't obvious. When the screams were implemented I started laughing, so of course they had to stay!
Now this is a really cool concept. I love 4x games but I've never seen one played in reverse. The UI is a bit obtuse, for instance when I clicked on some tiles a little light would appear but no options, but some time spent polishing it to helping a player past the mechanical learning curve of the game's economics would really make this shine. If you ever feel like exploring this game past a prototype, check out a board game called Moon Colony Bloodbath for some additional ideas on system collapse.
The art style was really nice and I liked how the view of space scrolled past the porthole. I have to admit I couldn't get out of the first room; I clicked on everything, I moved to the edge of the room, and I tried reloading in case it was a bug. I didn't see any doors, though the text on the right side indicated there was one.
One of the very few management sims I could find. Loved that different personalities could be killed and then not show up again. Fun having one bar rising and the other bar dropping for commoners and nobles. 30 days was a little too long, as I started seeing repeat events so often that I wasn't reading the text, only the numerical outcome. Not sure what effect placing an army had. Loved, loved, LOVED the artwork and the map. Very nice dialogue boxes and meters.
The purple pieces decrease the amount you need for whatever piece it slots in to (you don't need them to complete the game, but it makes it easier), but we did not make that clear enough. Duplicate piece could be exchanged for a random piece that you did not have slotted into the ship blueprint yet. Thank you for your feedback; it helps us improve our user interface!
There's something weirdly satisfying about learning to time the QWE pattern in a way that keeps making combos. Loved the little particle effects and messages that would popup, but I had a hard time figuring out how the boss radar was directly affected by my actions, as the boss seemed to get angry after the arrow sung past the detection area.
Now this is really interesting! I imagine if the characters from the Inside Out movie lived in a wizard's brain it would be like this game. A few pain points: it took me a couple tries to realize that the function of the spell book changes from a tutorial to spellcasting instructions when the timer starts, I didn't realize I had to click on the strange symbols to get them to play audio, and I could have used more time in the countdown. I REALLY like the premise, though. Love the idea of playing minigames to make a spell.




