Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

redonihunter

1,137
Posts
8
Topics
8
Followers
A member registered Apr 16, 2023 · View creator page →

Creator of

Recent community posts

Why would you preserve previous builds on the game page? Itch is a store front and not a code repository. If you want to do this, why not simply use a version number in the file name.

No, your newest exe flags as malware when scanned. No auto flagging it because it is unknown, it is heuristic positve. Many godot games have this problem, you can google it, and maybe ways of distribution to avoid that. Like a portable version inside a zip, instead of runtime package or whatever this is. It is very bad, because, how are we supposed to distinguish godot games from real malware inside a godot game? 

When you send an email to support you get an automated response with a request id. Did you sent those mails with your mail client or with the feedback button?

Your mail provider should have given you a response within 7 days, if the mail is undeliverable. You did check the spam filter of your mail provider / client, did you?

Also, please reconsider uploading different versions as different projects. It makes you look like a spammer and, well, you quoted the faq: "Avoid uploading ‘reskins’, or many project pages for minor changes"

Another thought, maybe your mail provider is on a blackhole list.

Oh, and it does not help, that your game flags as malware. You might have been reported for that, and it might take some time for itch staff to investigate if it is a false positive. Godot exe packing should not be used in my opinion. It only creates strife and makes people ignore positive scanner results.

It is similar to how people watch youtube videos of amateurs, instead of pay-tv/streaming high budget series and movies.

Or rather, they also watch it. It is just different.

It gets kinda tricky, if you do try to compete with big budget games toe to toe. I guess this is one of the reasons, why there are not so many 3d indie games. And not so many big budget "rpg maker" games.

Of course this is a way of thinking about pitching the game to, say, a publisher. But you do not pitch a game to a player. You might advertise it, certainly. But you would not use all the same advertisement material in a pitch and vice versa.

Also, the scenario was a bit narrowed down to convince personal friends to play the game, and they responed with, oh yeah, you made a game with that topic, we already have big budget games with that topic, why should we play your's? (to paraphrase it). And than it got expanded, to literally, the question, why play racing game, when top racing game exists, why play city builder, when top city simulator exists, and so on.

It is pointless to compare what games offer in this direct confrontation. We all would only ever play big budget games, and only a handfull at that. And reality shows, that players do not select their games by this logic. 

So I stand by my answers. "Because it is fun to play. That is why you should play my game. And because I made it, and you are my friend. And when you tried to cook that awful pizza, you made my try it too, and I did not ask, what does your pizza offer me, when there is a good pizza restaurant nearby."

And yeah, I do think there is a difference to whom and why you pitch your game. There is a reason why indie is indie. With the exception of small studios that still call themselves indie, just because they are small, all indie games are essentially games that were not pitched to a publisher to do the publishing. Either by choice or because, well, because while they might find their audience, they are not exactly pitchable material. Just look at rpg or visual novels, or, gasp, horror games. Everyone and their dog is making a fnaf clone. Rpgs are hero saves the world from big evil, visual novels are boy meets girl and so on.

But bottom line, the trivial and good answer to both, why should you play my game, and why should I even make that game should be: because it is fun. We do can play more than one game, even if they are the same genre and topic.

When player runs a program containing sensitive strings("Cheat Engine" or somewhat), the game will automatically shut down itself. it's only a self-close.

The game may occasionally ask you to enter a 3-digit verification code.
When the game asks for a verification code, please come to this page to download the latest verification code.
Please be careful, as entering the wrong code will cause the game to exit.
Please keep your internet connection stable. The game will only use the network to transmit the verification code and won't transfer any other data.

That sounds like your game has a lot of things in it, that would trigger antivirus.

I am curious what type of drm and anti-tampering mechanisms your game will be allowed to have on Steam.

Personally, I would not trust any self made drm of any indie developer and a requirement to be online to play a single player offline game, and to tolerate anti-cheating software for an offline singleplayer game ... it does not sound inviting.

Oh sure, you can argue about competitor games, but actually, your competitor games do not really have those things. It is an exception. I have seen many indie game descriptions, and the number of games that have some kind of drm, let alone anti-cheat is very near at zero. I have seen sometimes things with codes or online stuff, but I think anti-tampering is a first.

You can of course protect your game any way you like, but the non legitimate users will just download a cracked version of your game, that has those things removed. We do not need to hate or love drm, but pragmatically, it has little use. And there is the risk of hurting legitimate users. Like when they can not play your offline single player game, when their internet is down.

But you do you. And I am really curious what Steam will allow your game to have.

Not all games are indexed, not all games are indexed immediatly, some games will never be indexed, some games will be indexed and deindexed later.

And itch will generally not tell why a particular game was or was not indexed. If your game is not indexed, it can be assumed, that it is in a waiting queue, and that waiting queue might be longer than expected. It would not be unusual to wait longer than two weeks.

---

Why do developers think, it is a good idea to let an AI write texts? And who did write the original texts, that those AI learned that style from?

The problem with that question is, that it just does not apply. I implies some arbitary restraints that offer you two choices: play this game (yours) or play another game (not yours), that somehow still is like your game, but "better". Or rather the other way round. Your game is inferiour to that hypothetical other game. Oh, and you can't play both, of course.

In reality, preferring to play that polished ww2 game does not hinder them from trying out an indie take on the genre. If they dislike indie games as such, meh, bad luck.

You are on itch. If you would take this philosphy of only playing the "better" game seriously, 99.99 of all games here would be a waste of time. Actually you could go full out Highlander (the movie), and play meta death match with all the computer games out there, till there is only one game left, the game that is worth playing, more than all the others. (You could split it for genres, and have the best ego shooter, the best rpg and so on.)

The important question should be: is your game fun to play? And it better be. Why else make it. Or rather, whatever it might be, if it ain't fun, it ain't a game.

You might want to counter ask why the most popular game ever, Minecraft, has such horrible graphics. Huge pixels. Why do people not play games with nicer, state of the art graphics? Why is pixel art popular, despite advanced high res graphcis? Why are 2d platformers a thing still, when there are  3d platforms for over two decades now? (This was to illustrate, that it is not about a game being "better")

My point is, it is pointless to compare games in such a fashion, with asking provocativly, why should I play your ego shooter, when I could play this established ego shooter that I already know?

Possible answer: Because it is a different experience. If you do not like it, ok, not everyone likes that game you would rather play either.

Now, of course, if you only made a clone of an existing game, ... asking why play your knock off, if they can play the original is a pragmatic question.

This thread makes me think about this meme. Mom, can we have ww2 shooter game? We have ww2 shooter game at home!

Because it is your game.

But seriously, what kind of a dumb philosophical question is that. Why play any game? Or why play any fps game other then the one you already played?

Why try new food, if you can have pizza everyday.

Why bake your own pizza, if you can just order some.

Why even create any game? All has already been done this way or another. It is so repetivite, that we can identify tropes happening or codify a game/movie/story in such a way, that you only need to change a few words to have the same description for several things, makeing it seem like they are plagarisms.

But back to your question, for the same reason, they would watch your holiday pics you try to show them. Demanding that your single developer game has anything to offer in terms of competition against AAA games, is a bit much to ask. If you make an RPG they compare it with Baldur's Gate 3, I imagine.

Oh, and the best game of that type I know, is Hidden&Dangerous. (Disclaimer: I do not know all games ;-) )

If you never heard those concepts, they are hard to grasp. It is not a fake user. It is just a different profile to use, to play potentially unverified and amateur made games. I think it is telling, that the itch app even offers this feature. Maybe there were other reasons, or they just implemented it, because, why not. It is rather easy to implement, and it does kinda protect the main profile from shenanigans an amateur might have done. Some horror game developers try "clever" things, to spook the player.

Note: you do not need to use that feature. But maybe follow the advice you cited. Do not download and play the newest things, when they are new. They are mostly unfinished anyways, and full of bugs.

You might want to seek out solutions that have nothing to do with game making. Any activity requires some sort of focus, so it should be a general problem, and I would assume what helps someone to express art in a hobby with conditions such as yours, would maybe help in creating a computer game as well.

For computer stuff and a game project you can of course use time tested approach that anyone could and should use, regardless of any conditions: Divide and Conquer. Break down the project into smaller chunks. Finishing them should motivate you. And you know your own limits, so do not hesitate to break down small chunks into even smaller chunks.

There are only two maturity settings on itch. On or off. And nudity is generally put in the category "on" . Even if it would be artistical or could be shown in day time tv. Ok, maybe not in the US.

I understand what you mean, but itch is US based, and they do not differentiate between different shades of nsfw. At least not in this case.

https://de.wikipedia.org/wiki/Sandbox

https://itch.io/docs/itch/using/sandbox.html

It is the same as run as administrator, only in the opposite. You do not log in as that player, you just start the games this way. Should you decide to run all itch games this way, you might want to copy some of your save games over. The link above has some explanation how to do this.

To answer your earlier questions, I use 2fa, but later found out, that it will not protect against account hacking by credential stealing. Mixed feelingers here. And I do not use the itch app, but I sometimes use the same method of sandboxing manually. Generally, I just do not download suspicous games, but wait a while. I put them on collections for later viewing. Chances are, after some weeks, the comments and ratings will indicate better, what kind of game it is, and if I would like it. Also, most scams are gone till then. Stumbling on old scams is the exception, but it can happen.

Read about Sandtrix. Read the letter they got. Read about what constitutes trademark infringement. It is not about exact copies. If they can make a case that the combination of elements can make someone mistake your game as a game of their franchise, they probably will sue at some time.

If your game is at a glance clearly not of their franchise, you should be safe-ish. And it is not helping, that you named that shield skill glitched shield skill. As I said, it is the combination of elements.

Maybe read about other games that have parodied known franchises. How far could they go, and were there troubles.

Both things are protecting from different things. Since you asked about installing things twice, you did not understand how this sandbox method works. I already told all there is to it. So maybe read other explanations on the net on the topic, maybe they explain things better.

Just be aware that itch is not steam. If you only play popular games, sandboxing should not be necessary. And by popular I do not talk about that shiny new game you saw on steam that is now free on itch - those are malware most of the time.

I was only told to maybe not use the newest games and see if someone mentioned a lot of problems viruses or odd things in the comment section. I also usually stay away from stuff that doesn't even show any pictures since that gives me a low effort feeling.

Good advice. But be aware that it is trivial to copy description and screenshots from an existing project and publish it on an old hacked account.

 If you have nudity or sex in your art, it usually qualifies for being necessary to be marked as adult. The setting is what you want. Unfortunaly you cannot deactivate that setting, since you have published a marked as adult game yourself.

You can always browse in a new incognito window. That will have that setting off.

Right click on a game link to open in a new incognito window. If the message about 18+ appears, it is marked as adult. If not, not.

And some of those things are not nsfw at first glance. Itch requires "strong adult themes" to be marked as adult. But is lacking a definition for strong, for adult and for strong adult.

The wording with strong adult implies that there are adult themes that do not need to be marked as adult. Non graphic sex maybe. Or naked feet. Cleavage. From the other side, a pure text based game can have strong adult themes too, depending how graphic the themes are.

but if you look closely, it is not in an accurate enough font to be considered trademark infringement

And you know that, because you asked an actual legal expert on this? If not, then your statement is just an unqualified opinion. The ip holder might have a different opinion. Also, as I said, they can make a case out of a combination of things, that would alone maybe not be enough to infringe.

If you are greenlit on steam, that might be a good sign, but why is there no link to be seen on your page? Also, steam giving green light is not a legal advise from them. They take down things for infringement often enough.

I believe you are mixing up some things.

The sandbox user is on your computer. It is a windows user. You are on windows, are you not? You realize you can have an admin user, a regular user and a regular user with admin privileges? Regular users cannot access data from other users. That is all there is to it.

2fa is just the concept of having two separate tokens. One is the password. Another one can be phone, email, a special device, whatever. The method used on itch is "totp" and you need a totp app for that. Print out the one time codes, should you decide to use it. 

Regarding what is "enough". Running games not with your main account, is just a very effective method to gain much security for a little bit of effort. Especially on itch, since sadly many people abuse this platform.

It is just my perspective, of course, and I am not a lawyer. But it is not enough to not be the same. We are talking ip here and not copyright. That is trademarks, intellectual property. If you make a product, that has potential to be confused to be a product of the ip holder, you are screwed. And your game logo, character design and even the content of the game look an afwul lot like the stuff happening in wreck it ralph franchise.

So to me, investing in your game is lost money. I know, or rather am concerned, that it will be taken down. You are no longer treading in fan game territory. So make sure to be legally safe, before investing any more time in character models that might bite you in the back. Ask a professional, how bad it really is, and if there are ways to remedy the situation. Like disclaimers. Or subtle changes to certain elements. Clearly marking certain things as parody might help too. But ask people that know more about that legal stuff.

Read up, what happened to Sandtrix. That game had a different name once. It is the combination that makes it worse. To take three things: character model, the pixelated logo, the plot. Each in each own, might be ok, but in combination they might be seen as infringement.

Ant to say it again, all these were just observations. Do not take it too serious. But reading the thing with the different demo versions in comments, that already caused confusion. And if you try to go to steam, as the logo in the yt video implies, you might be denied, because of unclear legal status. Since you have no link to any wishlist me on steam page, I assume you are not at that point yet.

Sandbox is just a tool, that is cheap to use. That soft sandboxing is little effort and when the itch app handles it, it should be easy enough. If you manually set it up, you would have to shift right click the exe and select run as, and enter password and user. I would not use it to test suspected malware. But rather as a precaution, like driving with a seat belt, even when not expecting a car crash. And just like a seat belt, it will not protect against driving from a cliff. It protects against user level attacks, like stealing your session cookie. Those attacks are very nasty, as they circumvent 2fa and password completely (this is not an itch specific problem).

To protect your machine, you should up your scepticim. I made a tips thread about that. In short, do not trust the new and shiny things, even when hosted on itch. Itch has no account verification, so anyone could be an impostor (yes, just like in Among Us, which incidentally is also hosted on itch). But this is general anti-scam advice. Do not trust strangers on the net, the phone, the mail, on a self publishing store... , even if they say they are royality from other countries and have money to give to you.

Hi there. Of course I am not a marketing expert, just some random commentor, but offputting to me are those things on your project page (note, even if you change them, it would not mean I would buy or want to buy or even want to play for free. it is just random thoughts.):

You have 7 different demo downloads. That confuses me and I have no patience to decypher which one is right for me. You mix zip and rar. You tagged indiegogo and kickstarter - is your game about kickstarter and indiegogo. Character design and style might pose a problem later for ip violations - you should ask a real lawyer specialised in such things. If there even is a slight chance, that the owners of the original ip can claim that your game resembles their's enough to be confused for some of their products, your project is doomed. The youtube video looks much more interesting than the rest of the description and the screenshots. At least the second part of the video, that runs after all the short attention span people already clicked on another video. You have typos in your description.

(1 edit)

Sandboxing is a concept. It means running a game in an environment, where it does not have access to critical things. Games that run in a browser are sandboxed. Games that run on Android are mostly sandboxed. Games that run on an admin privileged windows user account are the opposite of sandboxed.

You asked for authenticators, so I assumed you are interested in security. Trying out new and indie games exposes you to amateur level developers and if you are unlucky, to malware. It is of course mostly a Windows problem that exists for decades. Any malicous programm could read the cookies of your browser. And any badly programmed app could mess with your system settings, or leave clutter at places where no clutter is supposed to be.

The sandbox method the itch app uses is to create a new user that has not the right to read the files of your main account. The game when started by the itch app runs as that user and only can mess with the files of that user.

If you use 2fa, print out the scratch codes. They are needed to restore your account, if you lose your phone with the 2fa app.

Regarding dangers on itch, you might be interested in 

https://itch.io/t/1659440/psa-beware-the-try-my-game-scam

quote from the itch creator: "On itch.io, it is safe to view the page, but do not download any untrusted software" "Treat any page you encounter with suspicion if you are unable to vet the creators in any way."

This goes for pages encountered in recent or by random browsing as well. Scammers spam their malware and not all gets cought in time before some unsuspecting user finds the page. Some of the games in your collections went missing, because they were malware - if you are the type of user that puts games in collections to view later. Others are missing because the developer deleted it, or other reasons.

I may not be right, but I try to argue soundly. The thing with the demo version I advised for, was because of observation. I noticed games with paid only content having less ratings and followers and comments than pay what you want games. This still might be a fluke, because of what games I did browse. Maybe there are paid only games that fare better, because they are paid.

Having success as an indie game developer is a bit like having success as an indie musician/singer. There are just so many people trying it. It is hard. Even if you do everything "correct", you might still not have success and frustratingly see projects that did many things wrong yet still are more successful.

Oh, and you observed first hand what a demo version could have as an effect. People posted videos on youtube while playing your demo version. Maybe you got some followers due to that.

Uhm. https://itch.io/docs/advanced/two-factor-authentication 

Two points to add there. It is open standard, you do not need to use the google app. You can use any app that uses that totp standard. And second, sadly a 2fa will not protect your account against cookie theft attacks. Use sandboxing, like the one the itch app provides to add a layer of protection to your credentials.

You talk about this game? I read about it for a whole half minute and believe that your situation is not comparable.

It is like asking, why you can't cross the sea in a barrel, because barrels float and ocean liners float too and they can cross the ocean.

The floating is not the cause, it is just a helpful thing. Same as it is not the early access that gives success. Same as having a demo version gives not success. But take away the floating or the demo version, and you gonna have a hard time. 

Early access is a money grab with usefull side effects. You either satisfy demand for a game that was advertised or you use it for extended beta testing and to get some money. Also, free marketing. And releasing in "early access" gives excuse to have even more bugs in a game that people would be angry about, if it were regular release. And that palworld marketed for a about three years before going early access and we talk about a game with a budget of around 10 million dollars.

The play time is another such thing. Just because you inflate your play time to 15 hours does not make a game successful. But on the other hand, very short games are deemed by some players not worth the purchase. But it depends a lot on the genre. For a crafting game, 15 hours is a bit on the low end. Those can easily have 100+ hours of play time. And if you do it wrong, people might detest the grinding.

Now, there is a bit of wisdom in the play time. But you need to view it backwards. If you managed to make a game that people want to play for 10+ hours, that is probably a good game and might have commerical success. So if you only look at the commercially successful games, you will notice that there are many games with a play time of 10-20 hours - and might jump to the conclusion that the play time is a cause. It is not. It is an effect or maybe only a side effect. Because you do not take into account all the other games that have this play time and are unsuccessful.

And that is my conclusion about all this. There is survivor bias at work. We notice the games that are successful and see things they have in common, but that statistic will not tell us, what is cause, what is effect, what is correlation. And the marketing budget is often forgotten.

Is the payment or donation setting a scam?
Should I worry about hackers and thieves?

Maybe more context would be helpful.

How would the setting be a scam in itself? Who would be scamming whom, and by what method?

Pay what you want payment method is a favorite on itch. One could call it donation, but it is not donations as in donating to a charity. It is just a variable negative discount set by the buyer. Tipping might be a more appropriate term.

You should be wary about hackers. Both as a user and a developer. Developers get scammed all the time by scams that are not used upon normal users. See https://pbfcomics.com/comics/hacked/ for a real life example. Not a game developer, but a content creator on the net.

Scams for users vary in scope, but classical scams are rather rare, at least in gaming. Scammers want money. And selling indie games barely make money for the real developers. Also they would need to advertise, and that costs money or will be seen as spam and give attention from people that realize it is a scam and shut it down. Not that there are not enough famous scams that went on for years, with big sums, like the name giver Ponzi. But selling indie games as the scam mechanic? Nahh. They usually just try to put malware on your computer and steal and sell your data. Bonus if they get account data for valuable sites or extort money from you.

Oh, and yes, some of the scams here on itch have payment active. So you could not only fall for the malware, but also literally pay for it.

In either case, developer or user, if it looks too good to be true, pause a bit and think it over. But also be sceptical in general. There do be bad looking scams too. Remember the African Prince scams? Those were sent to small companies even before there was internet. There are even scams here in community threads. They get removed, but you might have seen some before they got removed. From badly or not at all translated advertisement to cleverly disguised sob stories. There is a non zero chance that a spammer will post in this very thread a spam message trying to lure you on a scam site.

Sorry, that is semantical and basically a part of math, so my language skills are lacking here to express myself. Also, it is art and without a huge marketing budget, it is also luck based.

Hmm. What would be an example to show by other topic, what I meant. I can only think of not quite good enough examples. Maybe this one:

If you wear a seat belt while driving your car, you increase your chance of survival in a crash. But this will not mean, just because you wear a seat belt, have an airbag, drive safely, etc, that you will have a crash - or survive said crash. Other people might have a crash without trying and even survive without buckling up.

If you have a demo version of your game, you increase the chance, a potential buyer will check out your game. But this will not mean, just because you have a demo, a good desription, nice screenshots, and adverstise yourself on youtube and social media, you will attract (paying) players. Other games might go viral without trying and even have commercial succes without advertisment or demo versions.

(Driving reckless would be a marketing budget. As I said, the analogy is not good. ;-) )

Also, this is only my opinion. Maybe look at top-sellers on itch, if you see any patterns. My first impression was, that the current top sellers went viral on youtube.

For your game, it might be as simple as people not wanting to buy it in early access. You have more ratings than some games that are here and on steam and are moderatly successfull on steam. Or maybe the people that previously followed you, were looking for other things or are more interested in free games.

tl;dr reducing a hurdle does not mean that people will run the track to begin with

https://itch.io/docs/legal/terms#9-refunds

If you are really unhappy with a purchase, you might wanna try anyways, but this is not a try-before-buy feature, as some people use it for on steam.

Many projects here are pay what you want.

And what they do not tell you, you cannot increase the payment value after you bought something. It is a bug/design flaw. You will just by it a second time. Some pages have content that says, you get it if you pay 10 $ for example. So if you donated 5 $ before, you cannot just donate 5 $ again.

So best try the free stuff on a page, and then decide how much you want to pay or overpay or tip.

Of course some projects are plain old paid projects and have no demo version. So maybe look twice, before going through the hassle of a refund.

A demo is not a guarantee for having commercially success.

But having no demo on itch, and only a paid game is almost a guarantee for having no commercial success.

At least this is my opinion on the matter.

You would need to be an established creator of games that people would buy from you without trying before. And even there, I have had bad experiences with buying sequels and such.

 Maybe some very good game play videos or other forms of marketing.

I imagine two scenarios:

1. Someone finding your project by marketing. Word of mouth. Have previously played your games. Youtube. Seeing someone play it. Whatever. The point is, the user knows what to expect. And might be inclined to buy, before even visting the page.

2. Someone finds the project by chance. No knowledge. A paywall is a hurdle. A demo version lowers that hurdle. A web playable version or demo version lowers it even more.

"Search for games or creators" should read: "Search for projects and creators and suggested tags". Some of the hints here are not very helpful, if taken at face value.

Just copy a longer asset name and search for it in search box and then search again but leave out some of the title, to see what is happening. Also look at your search url.

On the other side of the issue, the names of assets are often not names, but descriptive. "Baba Is You" is a project name. "rpg pixelart cave tileset [16x16]" is a description and a title, but I would not call it a name.

Second page?

Is this something old, or something new? I once saw such a blog post and could not make sense of it (there were no download links). And why are there so many followers on the accounts posting those blogs. There are several such accounts. The blog posts get found by googling. Or you just scroll down a bit in the feed, there are so many of them.

I believe there is a translation misunderstanding. What I wrote was a question. And not a claim plus a question. If this is not so in English, I would be interested how to phrase that unambigously in English. The leading ...and should have indicated that I was searching for a reason why this thread had been opened. For example, because the request stayed unanswered for days.

And I continued trying to reassure OP that itch staff would know what to do and that it would take more than minutes. Because that was my impression, that the post and the request were made on the same day, which turned out to be true.

As for you reading here, the communty rules verbatim predict otherwise.

3. I know. See request (208429) for more.

There is no contradiction with that warning thread. I want itch to not be known for malware, so I try to do things that lessen this. Because as time goes on, people will get hacked and tell other people about it. I did not even know itch existed two years ago. There are bound to be people hearing for the first time ever about itch, from friends that tell they got hacked.

Seeing months old malware and the focus of the discord psa on direct marketing kinda triggered it. So I made one focusing on indirect marketing. Every little bit might help. I have literally seen malware here impersonating the real creator that was also hosted on itch, but was delisted. Or cases where you could search for the malware name and find both, the original and the fake. It is not only people that browse recent that are in danger. 

But let us not hijack this thread any more.

Hmm. I am not sure what of misinformation I was spreading. 

Rule number one of this section has this "When you post here you are asking the community to help you, this is not a direct line of communication to site admins".

And I tried to reassure OP that staff knows how to react in such situations and that the ticket is probably not overdue, therefore I provocativly asked, if it is a week old.

As for "my own cases", I do not need to exagarrate anything, you do know better than me, how many accounts are hacked each week. I only see the ones used to upload new malware. But I do be somewhat frustrated that you do not better the situation in the instances where you would have information to prevent the hacking. Current example is R-88676, that is 4-5 days old now. And there are three more, the youngest "only" 18 hours old. I apologize for venting in my reports, but it is like talking to a wall: very often nothing happens. I like itch and a general problem like this has the potential to either make the platform slowly fail, make it do strange flag changes like gamejolt or twitter or, more likely: it prevents it from becoming great. In other words, I do not want itch to be known as that platform where you get malware. My collection of shame has over 400 entries :-(

Well. Never seen such an alert, so I do not know how noticeable it would be.

If you are doubly sure you did not touch your keyboard, you should check, if you have any malware or other suspicous activity. Decimal points do not just vanish. 

Have you maybe some helper in your browser that screws with "," and "." for numbers? Locales or anything like that? Your questionmark after somehow seems odd too.

I do not know if they fasttrack certain issues, but itch staff is swamped right now, so there might be a waiting time. Read: a week or longer.

The subcategory of this community was meant. https://itch.io/board/10023/questions-support

There should be a warning message for amounts over 3 digits long (in dollars at least. some stuff is in yen here).

Chances are, that it might be a typo, as I believe it to be very rare to intentionally pay 100 bucks for an item here.

... and you did that a week ago and no reply yet?

I guess this happens often enough, that staff knows what to do on itch and paypal side. But it also is not a thing that will be solved in minutes. And no one reading here, will be able to help you.

At least not directly. Maybe someone can share experience with a similar or the same issue.

I doubt that the people that might do such things, read here. In the meantime, maybe just browser popular paid web games here, and try to snoop in the code. If you can't but it is the type of game were the source would be unprotected, you have seen examples how to do or if and what to do.

I suspect https://itch.io/games/top-sellers/platform-web/store the ones with the highest incentive to make the web version somehow that you cannot simply download the source code, since they want to sell the download version.

To be honest, I was not even aware, that the source code of html5 games can be read. With comments and all. (That is what I meant above, there is no need to "buy" your game. Being able to play it, is enough to have access to something that your browser uses to run the game)

If you select one of those, it removes stuff like the year.