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John D. Moore

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A member registered Jun 17, 2014 · View creator page →

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There are some very cool ideas in here! I look forward to seeing more beyond the demo. I'm afraid I wasn't able to complete the demo, or defeat the Maggot Queen. 

At some point after the first minotaur (can't remember where exactly), my checkpoint reset to the very beginning screen and my coins were set to zero. Unfortunately, I was unable to buy upgrades since all the coins I'd collected were already gone, which would definitely have been some help. I don't know if this was a bug or if I triggered some sort of punishment condition?

There are some fun and clever level design moments, though I found the jump almost too unforgiving, especially with the Maggot Queen. The jump one has to make to cross over. I was never able to get more than 2 hits on her, which I did once out of over a dozen tries. Maybe my skills aren't up to snuff, but it was a very steep difficulty spike that left no room for error, and I found myself getting quite frustrated with the boss fight repeatedly failing that jump and immediately being boiled in her poison vomit. 

Am I missing something about the invisible blocks? 

The game looks beautiful. Very evocative and distinct. 

As a person who prefers arrow keys/ZXC over WASD, I'd love if you added a jump button on the ZXC line. Also, gamepad support would be much appreciated!

Looking forward to seeing how the game develops. I might take another stab at doing the demo over from the start in a couple days. 

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I'll go ahead and post the first stage. I didn't really explore this kind of level concept in the main game. This requires a lot of block-moving!

FullScreen.lvl


Download FullScreen.lvl here.

I really, really like this! Unfortunately, I cannot for the life of me figure out the solution to 2-3. Would it be possible to get some sort of hint or solution? I'd love to see more of the game, but I just can't figure out what I'm missing here.

Thank you for this beautiful thing.

Hi! I just released Zem, a puzzle game heavily influenced by Lemmings. 


It's 35 stages of moving around objects to help Zem reach tricky, out-of-the-way exits. In addition to regular blocks of various shapes and sizes, you can use special blocks that give Zem actions, such as a jump block.

The game has a stage editor that becomes available after clearing 8 stages. Stage files can be saved and shared with other players.

I made a series of Lemmings-inspired games called Zem! for ZZT between 1998 and 2002. This is a pseudosequel to those.

You can find Zem here, for Windows and macOS.

I hope people enjoy it!

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This is a general thread to post user created levels. Feel free to post your own topic, if you'd prefer! 

On Windows, add stage files to %localappdata%/Zem/Levels.

On macOS, add stage files to ~Library/Application Support/Zem.whatnot/Levels.

I'm so glad you figured it out! You may be, I think, the fourth person to ever do so!

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Thanks for asking! A Linux build is possible, and it's something I'd like to make, but I haven't done any Linux ports yet so it will be a while. It's hopefully coming some time next year, but I can't promise it, I'm afraid. 


Edit: Though when I do, I'll probably port the sequels rather than the first one. 

Thanks for playing and asking! Because the Wumpus moves around as you also move throught the temple, the Wumpus could be anywhere in the temple proper. However, there are a few things that will help you discover the location.

SPOILERS BELOW!

There are four altars. Praying at any of them gives you a temporary power that allows you to sense not just whether the Wumpus is in one of the adjacent rooms when you pray (as is typical) but also whether it's in a room adjacent to a room you're in. This disappears after a number of room transitions (I can't remember but somewhere between 5 and 10).

If you pray at all four in a single playthrough, this power becomes permanent.

If you're on the roof of the temple and it's nighttime, when you pray, you will be told if the Wumpus is in one of the rooms directly below you. 

At the deepest/lowest point in the temple (left of the blue area under the red area), there's an area with dirt walls. Go to the end of the passages and you'll find a room with a pool of water. Stand over the pool of water and pray. A tile will appear above your head. This tile is the sort of tile in the room where the Wumpus currently is. If you go to that area, you are likely to find the Wumpus.

I hope this helps!

Fantastic Katamarilike. 


Also, those are the best 8x8 trees I've ever seen.

Some really cool, clever mechanics in this! I think I started the pool job from scratch... four or five times? Great framing. Awesome art boards. Well played.

Lots of clever puzzles/challenges. Including at least one (and maybe more!) I still don't have the foggiest what I was suposed to do. Well played.

The highway's jammed with broken heroes on a last-chance power drive

I played this for two hours after I mean to go to bed last night. At least 90 minutes of that were attempting to make it to the 144-score rank. Now I've just loaded it up again. Well trolled.

I feel absolutely stumped. I might come give it another go with fresh eyes tomorrow. Incredible troll.

This is really fun! 

Unphased is a unique sort of puzzling platformer. A big part of the game is figuring out what the game is all about, so I don't want to describe it in too much detail. Here I'll just say that it's a platformer with lots of jumping centered around exploration. You navigate the world screen by screen in search of six special coins that will help you save your friend. 


I've made a lot of challenging games, and this is by far, I think, my meanest.

Download it for Windows: https://jdmgames.itch.io/unphased

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Just wanted to mention I've just released macOS ports of these games!

Oh man, this is good. This is what I want as the cover art for the boxed shareware copy sold at Media Play for $5 in 1995.

Thank you! I was just about to reach out to you and thank you for all the great music you've made available, several tracks of which are very prominently featured. Amazing work, and perfect for this game. Thank you again!


https://jdmgames.itch.io/ungrateful-birds-no-good-deed

In development for over a year, I'm pleased to announce the release of Ungrateful Birds: No Good Deed alongside its sequel, Ungrateful Birds: Call of the Desert. In both games, you struggle to free birds trapped in cages by throwing rocks at them. However, when the birds are released, they are not grateful to you—instead, they pick up the same rocks and try to hurt you with them! 

Ungrateful Birds: No Good Deed is released as pay-what-you want. If you pay $5.99 USD or more (or $4.79 or more for the launch sale), you also get Ungrateful Birds: Call of the Desert, featuring sixteen all-new, unique stages and several new types of birds and challenges. 

Both games have single-player and two-player cooperative modes. The action is fast, frantic, and a little bit slapstick.


I made the game in GameMaker Studio 1.4, using a custom set of tools I've used across quite a few games.

I'm typically a solo dev, but I may be releasing a game soon where I arrange with a musician to  write music for my game in exchange for a percentage of whatever income I make from the game. I was wondering if anyone had any tips for best practices for splitting revenue from itch sales? I've looked and haven't been able to come up with any guidance on this issue, which I expect is fairly common.

I've seen a lot of topics where people suggest itch set up a way to automatically split revenue with other itch accounts, but it doesn't seem like that'll be happening any time soon. So I thought I'd ask 

Thank you!

Oh my god, it's so good.

Thank you so much!

Love this! Thanks for making it.

This game is incredible. Thank you for it.

I would do some beta testing!

I am very proud of itch.io and to be a part of this. I would like to submit my game Explobers.

https://jdmgames.itch.io/explobers

Was looking forward to this, but am of course intensely interested in whatever you're doing next! 

As usual, these tracks all rule. I've used your music before and it really elevated my project. I have a project I'd like to talk to you about once it gets further in development and I have a better sense of scale and where it's going!

Thanks so much! I'm glad you enjoyed the game--I really enjoyed your music! Much appreciate, and you can probably expect you'll be hearing yourself in my games again.

Ah, thank you so much!! It's a mild spoiler, but yes, all paths lead to the same ultimate ending, though there's a decent amount of branching on the way there based on the conversations you have and who dies in combat when.

I really want to play with the integration of VN-type narratives with action sequences like this more! I haven't hit on the right idea quite yet, though!

Thanks a ton! Hope you enjoy!

"Ghosts in the Shortwave" by Heather Flowers is an incredibly short narrative platformer. I played it a few months ago and have returned to it a couple times and thought about it a lot. I don't really want to say too much more about it. This game is beautiful.

https://hthr.itch.io/ghosts-in-the-shortwave

Given your love of vintage platforming, I think you might be interested in a couple of my games (since I mostly make platformers), but I'd especially suggest you try out my game Explobers

やば~い! すごく楽しかった!さらに、超きれい!

いいゲームを作ってきた。お疲れさま!

No problem! I was playing 1.02 on Windows 10. Was playing with a gamepad. I can't remember exactly which room I was in, but I *think* it is whichever room is directly  to the left of the crumbling block puzzle where there are four coins inside a square of red crumbling blocks.