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John D. Moore

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

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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.

This is fabulous! I love how dense the levels are and some of the platforming challenges are really ingenious. 

It crashed (or at least surprise quit) on me for no apparent reason just as I was nearing 40 coins. I will be back to play more after saving works! 

Thanks for the feedback! I hope to be adding mouse controls soon. That was a serious oversight on my part.

I enjoyed this! It's a really cool riff on Zelda II in a lot of ways. I actually quite like how the island is absent of enemies in this version. I'd love to see a further exploration of the ideas you're playing with in a future game--maybe one that doesn't require such a particular order of item acquisition and rewards more kinds of exploring. Really dig the ideas you're working with and Guan himself is a pretty neat character.

Hi! I'll put the TL;DR up front: I'd love it if there was a way to offer HTML5 versions of games as equal alternatives to downloadable distrubtions on game pages while still displaying the traditional downloadble game-style itch page.


I really like the way that itch displays pages for non-HTML5 games. I like the text right up top and screenshots on the sidebar. That's the presentation I would want for my games whether they're available as downloads or in-browser HTML5 distributions. For example, my game Temple of the Wumpus is available as a download, and  I also have an HTML5 version that I've uploaded as well, but itch doesn't seem to offer a convenient way to present the game as available both ways without changing the parts of the presentation I like and making the downloadable package seem secondary to the browser version.

If I want the game to be available as an HTML5 game, the presentation changes completely. The screenshots disappear. All the page content is pushed down off the top of the page to underneath the embedded game. I like this presentation a lot less.

What I'd love is a way to make it so that when you get to the section of the page where the game is available for download, threre's also a section with a button that allows you to play the game in a browser, on a dedicated page that might look a lot like itch's current pages for HTML5 games.

I've come up with a sort of workaround where I link to the HTML5 files through an "/embed-upload/" path on itch's site, but that is not quite my ideal. An alternative, of course, would be to create separate HTML5 and downloadable pages (J. Kyle Pittman did that for You Have to Win the Game), but I'd rather not clutter up both my profile page and itch's search results with duplicate entries for my games.

Thanks for reading this! I understand this is asking a lot and would hardly take precedence over some more pressing features I know the itch team is working on. I'm also not sure how widespread support would be for this idea. Itch is a great platform and I love it and I appreciate how much work goes into making it run as wonderfully and cleanly as it does.

I love so much about this game, but right now I feel like making special mention of how happy it made me that Kitty is a little tuxedo cat.

But truly, this game made a profound impression on me. Thank you for this.

Vector thrust... 

(this rules)

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It is the year 231 of the Frontier Era.

A nine-year space war continues to rage between two mighty powers in the Earth sphere, conducted largely by heavily armed mechanized suits in space battles. 

Eighteen-year-old Wick Palmer joins the small crew of the spaceship Nauvoo to take control of the Orbital Federated States' most advanced mech. Guarding a remote point in the solar system, the quiet the team has enjoyed cannot hold for long.

Guide Wick as he forges relationships with his teammates, fights off enemies, and questions his place in a war that never ends.

Orbital Paladin Melchior Y is available for download now.

I am Froglord! (this rules)

Hey! I really dig what you're doing here (I like that part of the game feels like it's a bit of a Zelda II riff, with the downthrusts and upthrusts and some of the gel-like enemies). Yet the speed, structure, and aesthetic give the game feel a really strong and independent identity. I like it, and can't wait to play whatever iterations of this game/concept come after!

A handful of thoughts:

1. I think the contrast between the brick background and (especially) the disappearing platforms could stand to be increased, probably by darkening the background. 

2. In the stage entitled "As Above, So Below" the jump onto the thin platform in the middle of the room felt unreliable. That is to say, it was hard for me to predict whether I was going to make the jump successfully or not, and it was hard to tell what exactly I was doing that separated a successful jump from an unsuccessful jump (in all cases, it felt to me like I was doing more or less the same thing). 

3. The way collision looks, it often seems like my character dies before they come in contact with the harmful object. The hit detection may be a bit too punishing but it also might be smoothed over by the game waiting a part of a second to let me see my failure before restarting the stage.

4. If the projectile-shooters offered even the tiniest bit of animation to signal they were about to fire, I think that'd be neat!

I haven't quite finished the game. I may share more thoughts after I do! Good luck with your ongoing development. This is neat!