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An Actual Typhoon

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

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This was a neat li'l math game. I liked the simple, but evocative artwork. Trying not to feel too bad about the slimes that got split in half.

MORE. I would pay for a more developed version of this game. I love skill tree optimization, and this plugged right into my brain. It was fun discovering what each of the powers did and watching the character morph when they unlocked a new skill. Ghost dash FTW.

Very interesting idea having healing be an option for leveling up, so I always kept at least 1 level in my pocket in case of emergency. It would be great if there was a quick key for it, though, since it needs to be clicked quickly and scrolling across a large tree to click a small node is fiddly in the midst of combat.  

Best record is Lv109, wave 27. One of my favorite games this jam.

My favorite part of the game was watching my car and driver upgrade. I kept clicking to see what they would look maxxed out, but now my hand is mighty sore. 

I had a chuckle when my screen exploded into a cloud of numbers as I approached 1 million hits. I liked the color-coded skill tree and the little physics pushing the dummies around when more spawned into existence. 

Neat little experiment with randomized placement of objects. Would have appreciated a quick restart button using the space key. Truly, oil spills are the worst.

The neatest aspect of this one was trying to figure out which stats I should level on each car by observing their route patterns. Glad you decided to include the action they were taking as part of their text on the right. Very satisfying when all of the vehicles lapped at the same time and I got a big burst of money.

Glad you required moussing over coins to collect them; I prefer incremental games that require some kind of active participation. Because I'm only shooting one bullet at a time, it takes quite a while to reach the second loop at 500 coins even if I'm insta-killing enemies. An upgrade for firing multiple projectiles would really help. Grats on your submission; always down to try out a new incremental.

Chillout and make pixel art, you say? What a wonderfully wholesome game. Very cool how each family member is represented by their own color. Loved the art and concept.

Ran into a bug where gramma's hand got stuck sliding up and down the string after I told the wheel not to move. Cleared the bug by erasing the previous block, but it kept re-occurring.   I stuck with it because I wanted to see how the rest of the story turned out. Glad I played!

Loved building up my army and watching them wail on dudes. Corpse explosion OP. Would have liked a little visual near my necro when he was about to cast Meteor so that I could run into position before it triggered; my eyes were constantly on my avatar and not the skill bar. Too many necro games are Pikmin clones, and I'm glad you went with something different here. Got into an interesting strategy of not loading up my skill bar with every skill so that I could repeat a few choice skills in a quicker cycle. Glad I played!

Yo, Firebelly! What a pleasant surprise to stumble onto your game during the jam. I bought your Godot course a while ago and it was REALLY helpful. Looking forward to watching your jam streams.

NOT LIKE THIIIIS/10

Agreed. We started figuring out what we could do with it in the final quarter of our dev time. For instance, the fire burns every 3rd tick of the clock incentivizing you to try and put it in the queue earlier. We're gonna meet later this weekend and discuss some other ideas on making it a bit deeper. Thank you for playing!

Speed running Groundhog Day. Did you make all the art yourself for the jam? If so, very impressive.

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Loved the gimmick of your saws being able to hurt you. Would have liked a clearer visual indicator of "the saw will hurt you" vs "the saw is safe to touch now". It was fun to bounce them around like balls on a pool table.

I LOVED this one! One of the rare jam games that wasn't a straight clone of something already on the market. It's funny how an evocative name and a simple headline can infuse so much personality into numbers going up and down. The little touches. like the rewind visual and SFX and the money particles splashing out when you bought something were fun. I found myself mapping out my stonks ahead of time and thinking "Oh ho ho, tomorrow I'm gonna make so much money." Really glad I stumbled onto it.

I'm afraid I got a bit stuck on this one. After dragging the direction chip into the four colored slots, I was only able to move up to the bag, even when I was pressing WASD on the beat. I'm not sure why the same inputs only worked a couple of times before my guy stopped moving. I like the core concept, though.

Glad you liked it, and thank you for your feedback! We're still figuring out how to make the game feel more intuitive.

Haha! It's a pretty brutal way to teach the game.

I definitely think more time could be used to make the game easier to understand. Thank you for playing!

This was great fun, like watching micro cars zoom along a track in the living room! Loved the little touches, like the fans doing a little jump on a completed lap. You start making a little racing a economy engine when you have a handful of cars, and I would love to see incentives to make "builds" of certain combinations.

I really liked the theme of "beat your own ghost isekai". Would have loved to have a way to mess with your past selves, since they get better and better. I feel kind of incentivized to drive horribly for 3 rounds and then try my hardest on the 4th.

I love this spreadsheet like you wouldn't believe.

Thank you! I tried to come up with characters that had a fun gimmick.

Hee-ho! Thanks for not freezing me solid, Jack!

Glad you liked it! We were trying to come up with something a little more oddball.

Eerily close to one of the ideas we brainstormed for the jam. Awesome to see it created!

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I like the idea of your own bullets being used against you. I started setting up patterns with the 4-way shot and then hiding in a little clear corner of the screen. The painted high-contrast art style was really cool too.

I like the idea of water making sponges too heavy to jump around. Unfortunately the lightning strikes were kind of hard to see among the rain and CRT filter overlay.

Loves me some body horror.

I do wish there was a challenge factor. Maybe some things would hurt you if you ate them until your bigger digestive tract could break them down?

Neat idea! I'm the kind of guy that tries to line up the perfect shot whenever I get preview arcs in physics games. Might be a bit too easy because the axe returns to you automatically, even through walls, but I see an interesting puzzle game in the making.

This is the second time I've been ritualized in one day.

;_;

My favorite one was the green loading screen. Thought the game was bugged until I solved it.

"Judgement and fur, only essential"

"The flesh seeks, but here only feline"

A+ atmosphere. The lighting, minimalist ambiance, and color palette transported me to this strange forest. This is the first jam game I've played with its own song! Is that you whistling? 

I was disappointed when I realized there was no limit to the amount of splash platforms I could make, so it felt more like an exercise in patience than a puzzle-platformer. In a future build you may want to turn down the frequency of the song's occurrence because of its length. Very mysterious the first couple of times, but after 6 or 7 the familiarity was getting to me.

I'd love to play a future game in the same setting!

A neat take on puzzle games; I played through a couple of times and noticed the randomized elements. I liked the questions which required me to look back through previous riddles. You could have some pretty interesting thematic with the concept of "this test is alive and can change things around." 

Enjoyed it.

Enjoyed both the weird puzzle shapes and seeing the miniature stories progress through game pieces. The game came together for me when I started taking completed rows and columns into account. Good job!

Chill vibes, fishing in space. Is there a reason to release fish instead of reaping them?

Argh! I know the frustration of having to cut core mechanics on a deadline! Good luck! 

Played until I unlocked a few beets.

I loved the presentation and the humor. All of the little distractions popping up on the computer and passing by outside the window made me smile. It would be interesting to see a puzzley take on this where you try to place certain patterns of guys between the different conveyor belt levels.

It was fun to see my solar system grow, but after Orbit Bonus on Click Level 10 they felt more like debris in a hurricane than planets. The click bonuses waaaay out strip the automatic rotation and orbit speed, to the point that I didn't bother messing with automatic stuff for new planets. I could see this developed into a game where each planet has its own attributes and bonuses, or get special perks if they're aligned with each other in orbit.

I do tend to enjoy these types of games, but there is quite a long time of manual clicking between upgrades. Right now I don't feel like I'm making a choice in what to buy next, just clicking the purchase miner button and coal multiplier upgrade. I do like the idea of occasionally finding a gemstone as a random drop, but I quit before I found enough to spend on something. Hope you keep developing!