
Bad Weather
A tile-prediction puzzle game. Heavily inspired by Simon Tatham's Portable Puzzle Collection.
Made for A Game By Its Cover 2023, based on the OFFWORLD WEATHER case by Alec Whitmore.
Only tested in Firefox and Chrome.
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 4.9 out of 5 stars (7 total ratings) |
| Author | Ryan Trawick |
| Genre | Puzzle, Simulation |
| Tags | 2D, Atmospheric, Casual, First-Person, Relaxing, Short, Singleplayer, Turn-based, User Interface (UI) |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| Accessibility | Color-blind friendly, High-contrast, Interactive tutorial, One button |
| Links | Twitter/X, Tumblr |


Comments
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im obsessed with this game. I wish it didn't have flashing so I didn't trigger a migraine every time I played it. it would also be super helpful if each symbol lit up whenever it was active. I otherwise really like the whole fuck around and find out style of learning this game, ive sunk a genuinely unreasonable amount of time on it
Hey, thank you for playing, I'm glad you enjoy it! I have removed the cursor select flickering, I hope that helps, it still pulses over highlights though.
As an aside, you should be able to use your keyboard to input positions using the numbers on the side and letters on the bottom, so typing a1 or 1a will select or deselect a grid position.
A truly fascinating and compelling puzzle game, extremely convoluted and unique. However, I've managed to emergently soft-lock the game. For ten cycles, the board has not moved, as all weather conditions keep themselves stagnant. No new weather gets added, presumably because there is too much on screen at once. I am at peace.
Wow, you found a win state, that's the maximum number of tiles allowed on the board. I never considered that could happen like that. That's so cool, I didn't think anyone would actually play that long. Thank you for playing and sharing!
This is an incredibly clever puzzle idea. The emergent complexity is evil and I am too tired to think about it right now but I will be back.
The aesthetics are also very well executed, they deliver the right message then get out of the way of the gameplay.
The atmosphere and UI, especially the iconography, is very well designed. I really enjoy the game and experimenting with patterns. If I had one criticism is that I think the strobing hover effect when your cursor is on something should be removed. It hurts the eyes and is probably not photosensitive-safe, which is a shame cause I'd recommend the game to more friends otherwise.
Amazing idea, vibe and interface.
I get that having the instructions be cryptic is part of the vibe, but because puzzles are seemingly random, I found it too slow and frustrating to "test out" what happens when new types of pieces show up. I've been playing for an hour and I'm still not sure how explosions work.
I'd love to play more if I was sure of what I was doing, but I feel mixing puzzle gameplay with rules uncertainty is not for me. I really want to like it tho
Hey, I redesigned how explosions work and I think they're a lot easier to figure out now. I also rewrote the difficulty curve to introduce new tiles in a slower way so players will hopefully be less overwhelmed.
Give it a spin if you get the chance!