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(+1)

Hey!

The reason for multiple pages is webgl builds: you can only have one webgl build per page
So, i keep the stable version in the "main page", and create other pages for secondary and archive versions.

Concretely; this was the jam page, but as I updated the game I still used this page (so players got notified).
Then, the jam version was lost, so I created a dedicated page for to archive the jam version.
Then, I wanted people to beta-test the game, so i created an unlisted page for it. 

Web is very important on itch:
* webgl builds increase the play-ratio: It is hard to get people to play your game (30-50% of the people dont even press play on the webgl build). Additionally, downloadable versions are more work (as you need multiplatform builds), and can be scary for players, as apps are not signed by default (and you get a warning)
* webgl ensure that people play the latest version of your game: If you want feedback on an ongoing project, this is very useful.

I am not sure it is the best solution, but it is the one I found.
I hope this helps.

(+2)

Wow, thank you for the reply with such details!

Sure, I'll take notes from that.

Because currenly I'm thinking should I create new page for one of the game from game jams and do everything from scratch ,just keepig the idea. Or maybe do all the updates to the original page, but keep legacy build(exe) as option if someone would like to play it.

(1 edit) (+1)

Glad to help. 

If it is an exe, you can keep it in the same page, that's even better. At least initially.

There's a sweet spot of complexity of a page.
Ideally people only find relevant stuff, better to progressively move old information out of the page.

Clean up old staff it's also interesting suggestion.. No one needs old not relevant info, people most likely came to play the game, not digging the artifacts.

(1 edit) (+1)

All that said, I would strongly recommend you do webgl builds, whenever possible.
Sometimes it is even worth sacrificing features, just to get people playing your game.

Yeah, sure. Agree on wbgl builds. I do Godot as well, so no problems there.

Sacrificing features is interesting btw... I mean in the way, for example if there some hard staff to process or draw, maybe it worth to cut it on web builds but remain for os builds.

(+1)

It helps thinking about quality settings. 
Webgl is your low specs target: If it runs in webgl, it runs everywhere.