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John Chow Seymour

18
Posts
A member registered Jun 21, 2021 · View creator page →

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I like this concept a lot.  I feel like, with some bugs fixed, I would keep playing this and eventually work out some strategies.  [Bugs: in my first playthrough, after exiting the map view, the closeup view was only a beige field (no sand, no cactus, etc.) and I either couldn't move, or could move infinitely in all directions (with no terrain to scroll, I couldn't tell which).  Second time, I became unable to move and a red group was just pushing me around, with me unable to influence them.]  I thought it would be to easy if you can control both sides - but no, it's quite challenging to juggle all of these forces, and the game was pretty fun until bugs kept me from playing.  I hope you get a chance to develop this idea further someday.

I tried to move forward, but it soft-locked when I got stuck in the floor.  I restarted - which brought me to a different level for some reason - and got stuck on my head, unable to move.  Looks like it could be a fun game once a few issues are ironed out.  Best of luck in the future!

The narration was funny, I liked that.  The game controls felt good, and the graphics and explanations were very clear.  The music was neat. But it just wasn't very fun.  No matter what weapon I had, I just waved it around generally toward the densest cluster of enemies.  It'd be cool if the different weapons demanded drastically different strategies... I'm not sure how, off the top of my head, but it's something to think about.

lol, our game also has a shoe attack!  Setting that aside, the controls felt fine, if a little more floaty than the usual platformer.  The fact that you can rapid fire maybe makes the enemies too trivial.  Minimap was a nice touch.  Definitely needs sound effects.

The controls in the gravity part are great - challenging but eventually manageable with practice, and getting the hang of them was the most fun part of this game. I could see this being developed further.

This made me laugh out loud, moreso with every difference from the original.  I have not seen anyone parody SMB like this before and I loved experiencing it.

Really nice to see a 'local multiplayer' entry in a jam like this.  Once I found a friend, we played a few rounds, and agreed this concept could really go someplace!  Hope you consider developing it further.

Best game I've tried in this Jam (so far). Good controls; I'd feel more comfortable with a controller (with a dpad, etc.), but maybe that's just my background.  The concept is great and the game is fun, really nice work.

This could be pretty fun.  A lot of the work you managed to get done during the jam is really impressive, but as-is the gameplay is a little dull.  I think this could be developed into something really engaging.   (btw, some of the color combinations are truly painful on the eyes.  I know its random, but... maybe allow some more desaturated colors to come up in the random selection.) If you choose to keep working on it after the Jam, best of luck!

Awesome concept, and fun to play.  Really well done.  Once I figured out that the bullets always bounce toward where I am when they rebound, I was able to get creative and find ways to lure enemies into my shots. I feel like I want to play more of this one, really well done.

The concept is great!  I found the hard rooms to be VERY hard (never survived one).  If the last enemy stays still it's easy to control the bard but if I'm dodging or something like that then it's harder... or maybe I just need more practice.  In any case, it'd be cool to develop this concept more.

The core gameplay mechanic - that drifting makes it hard to control, and that you have to line up correctly before hitting the boosts - is really solid.  The level designs make this very difficult right from the start. I'd love to se this idea developed more (and balanced a little!) Nice job!

I love platformers and this one is pretty well put together.  Controls feel good. Graphics look great for a Jam game.  The awkward loop in the level music is irritating but didn't ruin the experience.  One small suggestion:  I think maybe the screen scrolls up too early when jumping;  maybe wait until Charlie is closer to the top of the screen before scrolling up.  Overall, nicely done!

This was addicting, I just kept playing it... nicely done all around.

Neat idea, fun game.  Some small UI suggestions: (1) since the player will have to restart a lot, put the 'restart' button near the rest of the controls (maybe right underneath the 'Go!' button). (2) As the player gets closer to a successful launch, they'll want to make smaller and smaller adjustments.  Consider having each round begin with the previous round's settings... otherwise the player just has to memorize what their setting were last time.

Neat idea!  I feel like the exciting part of the game happens when the snake is longer, so maybe start with a much longer snake so the player can jump right to the exciting part. Just a thought.

I'm stumped at only the second job.  No idea how to move the car.