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The first thing that stands out is that you are releasing a new version with its own page and full release version number fairly often, when it is more like the latest minor version of a single game that is still early in development, and that you are putting a price on it. Is this really Voidloop 4 v1.0, or Voidloop v0.4? If this was not part of our jam, I would quickly be moving on. I can understand having 2 pages up so you can ask for comparisons between versions, but you have 4 game pages for variations of "Voidloop", with the oldest only being uploaded 51 days ago. It seems like you are creating these as new "games" so you can spam them to a bunch of jams for free publicity, especially with prices being on each. This gives a bad impression. Depending on your goals, you may want to think on if this is the best way to present your work. Trying to make money on your work is understandable, but the way it is presented looks bad. Since you are commenting on games in our jam I am playing and reviewing your submissions, but I would not do so in any other jam I saw such a submission. If you are looking to get more feedback and plays, then I would suggest presenting its early development state more clearly, and removing the price. Leave it so people can voluntarily donate, just don't set it as for sale. In many jams people will simply skip anything with a price on it, so that alone reduces chances of feedback and plays. Submitting to a lot of jams, especially something that was just added, and doesn't look like it fits all of them, will also get many people to look at it as scammy and avoid it. Again, I don't know your goals, so you will have to decide how best to proceed to achieve them.

The amount the player # buttons on the bottom of the menu move seems a bit excessive. I also had them flicker in certain positions. Maybe have them move about half as much.

The greyish-purple text on grey can be hard to read in some places. It is very hard to read when it is over top of other things, such as buttons. Your screenshots show text below the buttons, so this may be based on the fonts you use and how you position them. My guess is that you are using system fonts that are not available on all OSes. I am on Linux, so if you have a Windows or Apple only font, I would be seeing a fallback font that may be a different size. If you can include your chosen fonts in your game that could help with this issue.


The game starts with showing you have "Lives: 1" when I die it goes down to 0, then I died again and the game continued, with it staying at 0.

The game feels very laggy and jumpy. I don't know if this is intentional and part of the gameplay experience you want for it, but I found it unpleasant. It felt more like the game was simply not optimized well and the controls just did not respond in a timely manner.

The core game itself is a decent concept for a simple game for people to play when they have a bit of time. Personally, I feel that it is a bit too random luck based. I'd prefer if it was more skill based, with the player having more feedback about what is about to happen, so they can make decisions, and more responsive inputs to implement their choices. Right now it feels like I should just go toward the gems, not step on a death spot, and hope one does not randomly pop up and kill me. With the lag from input the quick changes just feel worse.

Thank you for the detailed feedback. 

  • My issue used to be not enough publicity. By the time Voidloop II came out, Voidloop I was getting almost 0 views, causing me to publish a new page. 
  • How many jams should I publish to?  I thought I should find as many as possible
  • Should I consolidate the 4 game pages into the newest version?
  • This is why I set my game on sale, instead of allowing for people voluntarily donate.
  • How else can I make the game look less scammy. (I am struggling to make money on my work)

(I switched from  voluntarily donate to on sale on 2/23)

  • Font Css:  font-family: Impact, Arial, sans-serif;

We are also trying to make money from our games. The thing is, you have to have something that is worth paying for before you ask for money. There are thousands of new projects every day. You need to make yours stand out and for people to want to play it. Small indie/solo devs are not going to make a living on their demo projects. You need to take part in jams, and be part of the communities to build a following, which is going to take time and effort. We switched to full time game dev almost a year ago now, and have made almost no money. The game we have in this jam is the one we hope will do well enough to finally make some money, and we've been working on it since last July. Sure, smaller games can be made faster, but for us this is where our creativity lead us and where we feel we can do a game worth playing. You could try to make simpler games. Perhaps make games for ad based sites. The point I'm trying to make is to set reasonable expectations. You are a grain of sand in the desert. You need to draw people in and build community. Don't just spam your game to every jam. Many jams are exclusive and you are only supposed to make a game for them. If you dump your game in jams that it really does not qualify for, or that it clearly is not following the rules of, then you are going to get a bad rep that could follow you for a long time.  There are a lot more make a new game during it jams, than continue your game jams. You may want to do several new game jams to experiment with ideas and get feedback from the larger communities in some of those. Picking one or two jams that happen regularly, such as monthly, and doing several of them, while being active, can be a good way to get recognition. Also keep in mind that Itch has its own algorithms for sorting, and the more active you are (karma) the more they show your game in jams.

We have put a lot of work into our games, and into trying to build a following. We found the best way to get feedback and plays in jams was to play, rate, and comment on as many games as we could. Early on our game was only rated by less than half of the ones we rated, and fewer left comments. It has not been huge, but we have slowly gotten more recognition and people from earlier jams have come back and played our submissions to later ones. We were often told in jams that we left good feedback, and that inspired us to consider if this was a skill we could use to help our games. We started this jam because we wanted to build a larger community of like-minded devs who want to continue working on a project, and get feedback, rather than just ratings. This does take time out of our dev work, but we see it as paying for itself from the valuable feedback we can get. There may only be 1 or 2 good comments sometimes, but even 1 good comment could be just the thing to make the game better in some way. It also builds more recognition. I am certainly not suggesting you try to start a jam. I am pointing out that you may need to expand the effort you are putting into promoting your game into areas you had not considered. Being more active in jams is the first step. Play, rate, and comment on games. Try to leave good feedback. It doesn't have to be a lot, but try to make it meaningful. Be sure that your comment is something that makes it clear you have played the game. I've seen people in the bigger jams who go around and leave generic comments on every game without actually playing them, just to get other people to play their games. Commenting on a specific mechanic of the game will go a long way to reassuring people you played their game and they should at least take a look at yours.

 In the end, there is no easy answer. We ourselves are still working to try to make a living from game dev. These days it is easy for anyone to make a game and publish it, but that means that you are out there in a sea of many new entries, and many are very low effort or outright scams. You need to draw people in, and also quickly show them that you are a legit game dev making something worth playing. My comments on how your game page looks are because it presents as a low effort money grab that many will dismiss. If they do play the game, and see that it is in such an early state, the paid content will just reaffirm that view. I'm sorry, but game dev is not easy money. It often takes a year or more to start making money, unless you get really lucky (or know the right people who can promote your games). Most indie devs don't ever make much money. I don't know your situation, so all I can do is give general advice based on my experiences and what others have said about theirs. You can try to build up your own brand/studio and make money selling your game. You can also try to create games that show off your skills and then use those as a portfolio to show when applying for a job at an existing studio. If you want to make money as a game dev, trying to get a job at a studio is generally the best way to start for most people. The experience you gain there can help you to reach the point where you might someday be ready to go off on your own. If you just want some spending money on the side and treat it as a hobby, then make games you think are fun. Get them to a state that is worth paying for, and then put a small price on them. If you want to go the freemium route, you need to make sure the game is fun and has enough replay value for someone to feel it is worth spending money on.