Thank you! Happy to hear that!
Whatnot
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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.
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!
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!
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

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'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
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
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!
"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









































