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So you mean like uploading the link to web version of itch game on your profile and possibly to other profile's platforms? Maybe this week end i'm gonna do a random test to know more about those data settings.

That game just looks like it would be playable in a web version. And a web version is a good tool to spread a demo version of the game. If you do that on the typical web game hosters (including Itch), you might get comments on those pages and gather some feedback. But it boils down to the old problem. You need to gather traffic and potential players, and that does not happen just by existing.

If you have enough traffic you can worry about collecting statistical data and I assume that is easier on a web version, since people typically need to be online to play anyway. You still should make sure that the data you collect is either agreed upon by the player or not relevant under personal data protection laws.

For that kpi and growth engine, better double check if that theory is even applicable. That theory stuff is for a different kind of games. You do not have retention. People might play the game for 10 hours and be done with it - in a good way. Retention is something for games that aim to have regular plays for months and sell their services. Like advertisements and microtransactions. Only for that you need that thing called retention. Sure, for some games a high game play time indicates that some people like playing the game a lot.

Roguelite to be more precise, in my case.

I do not really differenciate between those and both have nothing to do with the game Rogue anyway for a long time.

If you consider your game a roguelite, than actually, the early deaths and many deaths would be an essential game mechanic. The key difference between a -like and a -lite is the advancement by death. It is not unlike how you advance a clicker game incrementially by restarting and getting a bonus for that. In a rogue-lite you do the same, only the restart is a perma death of your old character. And in the meta-game, even a rogue-like has advancement since the player has more knowledge.

Communicating what your game is, is important. But unfortunately, you cannot rely on terms like rogue-like and rogue-lite for that. Most people do not know the difference or care. You better spell it out in the promotional material.

When you say gather traffic i guess you mean always the same thing required for any store page, right? Anyway what you said about the player agreeing ringed a bell, and in fact, after a double check, i found out that even in this case (web version) it falls under the GDPR, PIPL and CCPA laws so again from that perspective we're back to square one, with Itch. In any case it's worth to consider that option for gathering more feedbacks on itch.

Yeah, i'll check it out for KPI and stuff: afterall all that learning thing is about making assumptions and then prove them right or wrong with datas, metrics i think are more about knowing if you're doing it wrong, rather than the opposite... an anomaly in datas can also mean that something wrong is happening in a specific point of the game (or a specific point of the loop).

Mh, is that the case for the genre? On reddit there are 2 different groups about roguelites and roguelikes, the second one in particular won't allow to talk about roguelites, i guess the niches will care more about that... In any case i'll try to be more specific, thanks