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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.

(1 edit)

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.