Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

An Actual Typhoon

196
Posts
4
Followers
10
Following
A member registered Dec 23, 2020 · View creator page →

Creator of

Recent community posts

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.

Thank you for playing! There's definitely room for improvement; the team will be discussing it this weekend to brainstorm some ideas on how we could improve the design.

LIGHT 'EM UP!

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!

Thank you! We like board games and so it seems to show up in our projects.

I liked the floatiness of the jump to get over the spikes. Level 5's moving platform made me laugh because I died several times before realizing the solution.

The art was great and I liked the premise. I liked when the answers made sense, but the joke ones were frustrating, like a coin flip, and some of the answers didn't seem to be contained in the story hints. It was funny when the sword dropped to kill poor Damocles. I also played again and won.

That's quite a lot of click ticking! It's neat to have a clear indicator of when the clocks will disappear.

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.

I liked the combos that would happen when they are arranged right. What does blocking a cell do to the items in those cells?

I liked the idea of having to switch between cleaning mode and combat mode. When I got down to 1 enemy I was incentivized to spend a lot of extra time cleaning up before finishing off the last enemy. It was interesting that temporary pollution could become permanent.

If One Finger Death Punch used cards, we'd get this game. It was so satisfying to watch that combo meter's flame grow! Very cool. Loved how I was having to pay attention to the mirrors to avoid damaging them and would have loved to see more quick decisions like that.

I liked the theme a lot, but it was a bit difficult to juggle WASD + shift to dodge. 

YEs! yeHS. NOOO.

The theme, the art, the audio were all on point. Such simple controls and a fun presentation!

I liked how the crank adds a level of active-ness to the game. For the the part leading up to it, I would have liked to make decisions in my upgrades instead of doing them one at a time. I liked the theme of messing with a countdown speed.

I loved how my little miner would spend time exercising in his room. I had fun blowing up as many nodes as possible and then rushing back to collect the ore before time ran out. A nice take on incremental mechanics.

What I liked about this was about 30 minutes went from "I've got all the time in the world" to "I've got 5 seconds to keep all these plates spinning". It was fun to wait until just before the sun blew up to buy more time. Very good use of music to increase tension.

Interesting take on minesweeper, though having a step counter instead of a straight up clock would encourage a little more strategic clicking; I ended up just clicking into nearby tiles and not bothering counting the connector numbers after a few floors. I like the premise though.

I liked the mechanics of knocking down walls by spending gold. Unfortunately, I couldn't figure out how to restore health, though I was able to increase my max health.

Loves me an economy builder. Unfortunately, I couldn't figure out how to increase my population in time for the disasters. For some reason I was really delighted when seeing from the little workers' perspectives. More games should do that; it makes the world feel more real.

Thank you for the compliments! There are a lot of knobs we can turn to adjust the game difficulty, so we'll give it a go after the jam.

Bullets as time are interesting. Maybe some enemies could be worth more bullets? Glad you submitted!

Always a fan of watching bars go up. I liked that each of the building types gave different rewards. The game ended because it thought all of my survivors had died, but some were still out on an expedition (or does sending them on an expedition permanently delete them?). Nice mood music and sfx.

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.

Your sound team went the extra mile; the only jam game I've seen with its own lyrics. It was oddly satisfying to shake the birds for a plucking. Unfortunately I wasn't sure exactly where to place the feathers, even know I had to be very precise with them. Neat progress bar with power ups.

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. 

Glad you enjoyed it!

I'm glad you enjoyed it!

The purples decrease the cost of whatever they are slotted into. Thank you for your feedback; it helps us to improve our user interface for the next jam!

Thank you for playing!

Yours made me laugh too. Humor can make a game memorable.

I think this is the first racing game I've played where death permanently takes you out of the race, and I really like that concept. It works here because the races are short and if you die you go right to the next one.

I can't believe what a big grin I had the entire time I played it. Now I'll be thinking about the egg-ice dichotomy all day.

This game did a really great job with its sound presentation; I loved how the tracks changed with the mood. The zooming in and out, the red alert sirens, and the dialogue of our poor intern were all neat to be a part of.

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. 

I've played many games where I have to "click on things until I kill them" but I liked this one because I was encouraged to risky timing it right to get more points. A sound effect warning or an animated shake when a clock is about to reach 0 would be a nice quality of life feature.

I liked the basic premise of this one; Mastermind but with more interesting hints. I feel like there's some knobs to tweak to make this one a bit easier to solve within the limit (that's a lot of symbols to eliminate!). The theme is also fun.

Then may I recommend our game from last year?

https://an-actual-typhoon.itch.io/clocked-em