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How to handle seperate restricted test / beta version

A topic by Dirtlord The Zombie King created 13 days ago Views: 100 Replies: 5
Viewing posts 1 to 3

Okay I've decided to add executables to a previously web only project. However while the engine I use can export to various platforms I can't test that there's no unique issues with the export. I am looking for people to help but I can't go dropping random executables so someone suggested that I restrict the executables behind a code on the project page. I have been trying for a bit now but I can't seem to figure out how. (If that's not possible then I was also considering making a separate version of the project that is restricted access but I'm not sure if that's allowed)

(1 edit)

I kept searching and finally found an answer to one of the questions. I found an older post that for some reason didn't come up when I was searching for similar questions that has multiple answers all saying that a restricted test build would fall under the exception for multiple project pages. I just need to figure out if there's a way to delete it when I'm done now.


Edit: I didn't notice the edit button until after making this post

so someone suggested that I restrict the executables behind a code on the project page

What would that accomplish?

This is Itch. Just upload the experimental downloadable of your web game as a a downloadable file to your web game. And state clearly, that there was not much testing done.

But you do have a machine to test the executeable and give it a play, do you not? What type of unique issue are you expecting? Your playtime is stated as half an hour. Can't you play for half an hour and tell if your computer is on fire after that? Is that about the android export? Why do you need one? Does the game not run on browser on an android device?

Oh, and maybe do not make a devlog every day. It's pointless. Also, why do you add a file to the devlog, if you are having currently a web only game?

In no particular order


I was posting devlogs when I updated the game (I was on a roll for like a week and it's a very simple game)

The half hour is my estimate of how long it would take if you were actually able to finish a run

Godot TOS requires licence information to be accessable when distributing publicly and I've had issues with text files not exporting right before 

I only have a phone (Yes I've been called masochist for making games on a phone before)

Also apparently distributing a Godot project for a platform without testing isn't recommended

I just leave the attachments at default which appears to be everything uploaded since the last devlog

If you do this on a phone, I am gonna assume that your web game runs as a web game on phones.

Is there a reason why you want a downloadable version of the game? Because with a web game you do not have to worry about target systems compatibility.

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Mainly just for reach. Some people will automatically ignore a web only game.


Edit: also people searching for a specific platform won't even see it.