Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

First of all, thanks for sharing the accessibility guide! I’m very familiar with accessibility from web development, but this is a fantastic resource and filled in a lot of game-specific knowledge gaps for me.

Even an imperfect optional control scheme could still help players with CTS or other mobility limitations. Accessibility does not have to be all or nothing, and knocking out the easier wins first sounds sensible.

Also, to clarify my hook suggestion: I didn’t mean that sentence was your final, uniquely ownable market hook. You’re right that “build weapons until the screen explodes” broadly describes the Bullet Heaven genre. I meant it as the first sentence on the itch page because it quickly explains what I’m about to play. Right now, the page makes visitors work to understand even that much.

The deeper differentiation still needs to come from what is distinctive about your particular game. To me, the most promising candidate is the weapon-slot mutation system, especially if the combinations create recognizable builds that players can intentionally pursue rather than just receiving incremental stat changes. The Space Invaders direction was another possible path to explore, not a prescription.

And lmao at Plan Waifu. I mean, yes, it can absolutely work. The first battle is getting somebody to click and play the game at all, and putting an appealing character on the cover or in a screenshot would almost certainly earn some extra attention. Even placeholder character art might improve the click-through rate enough to teach you something.

That said, if you’re not personally interested in building around characters and would only be forcing them into the game for clicks, then it may not be the right direction for you. Characters do not necessarily require a massive gameplay pivot, though. A pilot could initially function as framing, branding, ship identity, or progression flavor without becoming the entire design.

My extremely biased opinion is that not enough horny or suggestive games have genuinely good gameplay. There’s a large underserved space between completely clean games and outright NSFW games for something cheeky, attractive, and character-driven that is also mechanically excellent and worth playing on its own.

But again, I may be just a tiny bit biased there. 😅

Either way, testing the itch-page restructure before making any major creative pivot is absolutely the right move. If the page communicates the existing game better and the view-to-play conversion improves, that gives you much cleaner evidence about whether the game itself needs a radical new hook or whether people simply weren’t being shown the hook you already have.

(+1)

Gosh... the only ones I can think of in the last few years are Stellar Blade... that one beat 'em up with the cowgirls in it from itch a few years ago... that spiritual successor to Space Harrier... I'm sure there are some good ones I'm not familiar with? Female Protagonist is a big tag on Steam, and they can't all be shovelware or porn. I just feel like there's not a lot of exposure, weirdly. Youtube's algorithm punishes them, so letsplayers don't play them, so nobody hears about them? That's one theory, anyway.

Side note: I love how we live in a world where Stellar Blade and Neir Automata are dismissed as "gooner games," but literal NSFW game "House Party" was not only covered on Game Grumps, but literally has DLC with Danny and Arin voicing themselves in it.

Oh! Uh... that one chainsaw game! Not Lollipop. The other one. Where you fight a truck.

(+1)



btw, I did a pass at reimagining the ships. They look more like traditional human ships, and they match the beauty render I added to my game's Cover on itch, but I worry that they look even less distinct now, shape-wise.

Yeah these look better and they still are cohesive/look like they come from the same world. I actually like that the red ranger doesn’t fit in the card there lol.