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Johnny Vu

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A member registered Jul 10, 2022 · View creator page →

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This is a unique game for sure! I think there's definitely some potential for a really interesting roguelike in this.

It gets pretty tough after the intial rounds. Because of that I agree with some other comments that starting the fight all the way from the beginning is a bit harsh. That made me rage quit pretty quick to be honest...In a way that could count for the journey theme cause winning in one try would be quite an emotional journey!

This is such a beautiful game, seriously impressive environment art and atmosphere. The charm levels are off the charts. 

I think the level design itself is where the sticking point was for me. It was not very easy for me to navigate and I couldn't really figure out what was an intended path or not. I found 2 shrines but honestly wasn't sure how to progress from there.

I also tried it with controller and ran into a bug where after pushing the first block my inputs stopped working and the movement directions got jumbled around somehow. I think this game really screams to be played with a controller so hopefully you guys can figure that issue out.

Great job overall though!

That's great to hear. I am definitely considering continuing this one. thanks for playing! 

💪Thanks so much! I think the arm did most of heavy lifting :)

Definitely. I adjusted the levels assuming someone might be at max volume. Will try to make time for a simple volume slider in the next one!

Nice word game RPG.

I liked being able to fire off two words at once and then create a HUGE fireball. Very satisfying!

Art is really nice, but I wish the enemy animations didn't take so long. Don't think they really needed to walk all the way across screen and back again. I think a simple attack anim would have worked and sped up the gameplay a tad.

Nice job!

Baaarely managed to reach the crystal! The resources felt so scarce which made the long walks feel really intense. Because of that, clutching it out right before dying was really satisfying. Great job

Thank you for playing! Glad it all felt like a cohesive experience for you

Thanks for playing! Stealth games are a classic for a reason, sometimes we gotta get a little mischievous >:)

Thanks for playing! Hope I can find time to add more content

Thank you for playing! Congrats to you and your team as well!

Wow, thank you so much!

Very cute art and extremely wholesome experience. Loved walking around with all the little guys in tow. Think this is definitely worth taking the time to finish up. It genuinely just felt so nice to walk around in.

Cool concept! Really elegant movement mechanic and nice hand drawn art style made for a fun combination.

It got too hard for me once I encountered the sea monster. After about 10 tries I got too frustrated. And I honestly think I just got lucky with the cannonball level haha.

Good job!

Pretty cool gameplay and aesthetic!

What a lovely idea. The story is sweet and fits the theme pretty well. I'm reminded of Gris, it gives me a similar feeling.

the emotions really shine. Sure, some of the jumps were a bit difficult and the level design was simple, but I think with time they could be improved. The world is just pleasant to be in and that's great.

Thanks for playing! I'll look into that bug

Thanks for the kind words! There should be a sfx on movement, but there may be a bug

thanks for playing and for reporting that bug! I think I've seen it once or twice before but haven't figured out the issue. Will look into it

I see, my mistake. I think because the time between moves feels a bit longer than I expected, I would try to click the next node but nothing would happen, like the game was eating my inputs and when it felt like the hero had already reached its destination. 

But yeah, I think a few visual cues would be enough to solve any confusion.

This is a nice take on the build a path mechanic. Definitely a bit heavy on the rng, but I could see a few ways to mitigate that through the shop like being able to buy more sideboard slots or additional redraws per level.

It seems like the start and end points are always the same. I think starting  and ending at different positions - at least across the top and bottom rows, respectively - could have spiced it up a little more.

Great job

Short but sweet. The colors set the tone and let the atmosphere really shine. Controls are really tight and responsive as well.

Really nice minimalist strategy game. The level of decision making is what makes this one tick. 

For me, it felt a little clunky having to click a hero every single turn. I think having the previously selected hero always selected so you can just click on the next node without having to choose a hero again might help. And it wasn't always clear if I selected a hero or not. Some visual feedback would have been appreciated.

Unique take on the theme! Don't think I've seen any card games so far. The hanafuda inspired cards were beautiful. 

Just an idea to connect the card game and the exploration element but it may have been nice to see your flock size reflected in the map view. It might make it feel a little more impactful as you finish encounters and see less and less birds each time.

Glad you enjoyed it! You described the exact experience I intended for players to have, so that's great to hear.

Really unique entry. The ending was very sweet. Definitely something we all did as a tired kid. Great job! 

Hey, fellow train game! 

This was a lot of fun. Love these kinds of multitasking games. The last level was tough, the tasks ended up overwhelming me! Definitely could see this expanding with a few more minigames.

Beautiful art, the environment especially has a lot of charm. Well done.

Endless runners are always a solid choice for a game jam. The bullet time adds a nice touch. Good job!

That's fair. I gave the game another shot after your reply and got better results after a few tries. I do still think the game is a bit too challenging but my reasons weren't quite sound. It could be because I'm not too familar with this style of game so it was very new for me. I was comparing it to something like Dorfromantik, which is a much more casual, cozy experience. 

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Oh, this might be my fav boat game in the jam. 

The movement mechanic is clever, and it combines with the map reveal mechanic nicely. It feels nice to get better at controlling the shot. At first, it seemed really jank and slow, but it slowly started to make sense and it let me traverse really easily.

I had a cool moment where the lighthouse revealed water that wasn't connected to anything I revealed yet, landed the shot, and moved there and just watched the ship go. Very satisfying!

Visuals are also simple and clean. The music is also pleasant. 

Edit: One grip is that map is too big. Would have been satisfying to clear much more of it but it would take too long. Otherwise, really nice!

Thanks so much for this comment! That is such high praise, really glad you enjoyed your time with it. The meter definitely made a difference in the experience. I initially had the player fail outright upon getting caught but it felt too punishing.

Love the presentation of this one. The gameplay definitely takes a backseat to the visuals, but that's alright.

Of the many ship themed games I played so far, this one feels the most polished. The combat is really simple but fun. Could definitely see this being expanded with more weapon types and story for the pirate lovers out there!

Nice brain teaser puzzle game. The ending really surprised me haha! Writing wasn't for me but that part got me good

Thank you so much ^^ glad you enjoyed the game!

The pixel art is lovely. Really charming cozy vibe.

 However I also struggled to get the hang of the mechanics. The limitation of only being able to place a tile next to your last placed tile makes my choices feel not that important. The cards also seem to come out in the exact same order, which is again very limiting and probably leads to only a few possible outcomes.

Think with a few design tweaks this could have a lot of potential, though. Great job

Thank you! Glad you enjoyed it!

Thank you! I love jazzy era stuff so I was glad to finally have an idea that matched that theme

thanks for the kind words! It definitely had a few hiccups here and there. But I knew it would be a big part of the appeal, so i committed. I'm glad it paid off ^^ 

You are so right! I think a procedurally generated mode would be so fun. That was out of the scope for me at this time, but maybe in the future!