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An Actual Typhoon

15
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A member registered Dec 23, 2020 · View creator page →

Creator of

Recent community posts

Thank you! I liked your game as well; KWOP but 80 stories high!

I really liked the concept of this game, and had fun contorting my kaiju's tail around, using it as a third leg to hop across the screen. I wasn't quite able to get it to a position to win a stage, but I had a few laughs and lots of fun.

Thank you so much for the feedback!

I would definitely like to improve those. A warning sign would be cool, and I think that I'd like the player to try and reach a certain amount of winning money via a big train instead of having a countdown.

I loved your sumo mushroom game too!

One of the rare multiplayer games I saw. Love the concept of a two-phase sumo match. Nice idea to have the players accidentally feed each other if their own mushroom was already full, but they kept jamming the conveyor belt button.

I love the idea of adding and rotating modules to my ship to make it bigger. Unfortunately, I was unable to get very far because there were so many meteors in close quarters at level 1. Great job on putting that UI together in such a short amount of time!

I enjoyed the chill vibe of the music and visuals. Interesting out players could basically skip ahead small moves by putting down a bigger disc.

We had a lot of fun coming up with those biomes.

I'm glad that you were able to go out with a BANG!

Thank you! The track is Circuit City from the Ovani Sound 80s Music Pack.

We'd like to know more, so that we can improve! :)

Were you able to start and stop the train?

Were you able to find a shop?

Did some user interface elements seem cut off?

Were you able to finish the game, or did you only get a game over screen?

Thank you for giving us score feedback! It'll help our design decisions.

Were the faces too weird?
:D

Thank you for playing!

This game caused me physical and emotional harm.

Really strong theme! The sound design is great with whistling wind and somber music, and the monster sounds you get with the chapter text is great. Love the Darkness resource on the day-night cycle, and the idea that you get a boost during nighttime. You end up working in a pattern to be most effective at night while upgrading spells during the day.

Unfortunately at the final chapter, the steady progression slows down as you are forced to manually click buttons rapidly to boost your spells at night. Some of the thematic elements start to wear out (went from 1 Moon to 17?) and the last grind to finish off the final milestone doesn't have the same sense of corruption and dread as the rest of the game.

Absolutely worth a play until you have to unlock the final Death milestone. The short blurb is anticlimactic, but the ride to get there is great.