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In your settings, do you have NSFW content allowed? Maybe that's what kept my game from showing when you search for it (at least, that's how it worked for one of my patrons when he checked it out).

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mdgp:

Ah ! That was it. I brought up my settings and found:

  • Show content marked as adult in search & browse

I checkmarked it, clicked SAVE, then did a search for "Caliross" again.

This time it came up.

So, yeah from other sites you are going to have to tell your users to:

1. Create an account on itch.io.
2. Click on the far upper right triangle that is to the right of their avatar and alias.
3. Select Settings.
4. Scroll to find, "Show content marked as adult in search & browse."
5. Checkmark that.
6. Select SAVE.
7. Then if they search for it, it will come up.

=IF= you want to use the search feature of itch.io, that is.

If you just want to give them your URL direct:

https://mdqp.itch.io/calirosshttps://mdqp.itch.io/caliross

It will then bring up a prompt asking if you are 18 or older. Saying yes your link will come straight up, no need for creating an account, settings, or checkmark.

As a writer in Writer's Cafe, I have a little over 53,000 readers. But for the book chapters marked ADULT, I barely have 20-readers to each of those. So, yes, tagging your work as adult will definitely decrease the number of people who can access it or search for it in itch.io.

What you might do is compromise. Upload a safe-for-work and incredibly limited demo of your game, "Caliross" and do not mark it as adult so anyone can find it. Have in the game (when the demo is won) a link to the "final" version of it also asking at the end of the game demo if they are 18 or over.

I did this in some of my book chapters. I would post 2-chapters consecutively with the same chapter number and one would be safe-for-work and the other would not be, and my readers could choose which one to read.

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Glad this was solved. It was harder for me to realize, because since I make Caliross, itch.io automatically changes my setting to be able to see adult stuff (which makes sense). Generally, I link my page directly, so for people coming from my own links, it should be fine.

I am not sure if I want to make a SFW demo, but I certainly appreciate the suggestion. :)

P.S.

It's MDQP, not MDGP. ^_^ ^_^ ^_^

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Sorry about that. :) Yep, I'm seeing MDQP in the underlined (red) as it's a link; looks just like a G with the line as you cannot see the descender with the line in the way. I see now in the address bar it is a "Q."

I did want to ask, on the Travel Sphere, did you write this or was it somehow generated automatically from the RPG Maker ?

The detail in here is staggering and if it was manually made I am very impressed.

The game, "EraHunter" has this also but when you choose a region it asks you YES/NO questions as to what you have done prior to entering that time zone.

"Has ... found ... yet ?"
"Has ... helped ... yet ?"
etc.

Also may I suggest you add something that EraHunter did not have ? These are two more rooms, Key Items, and Regular Items. Where they can be added and subtracted.

Your world is HUGE. I see now by walking to the RIGHT you enter the TELEPORT area. To make that easier it could be:

So when the player first appears it might be:

[L1] [--] [L2] [--] [PL] [--] [R1] [--] [R2]

Where the L1, L2 appear as left facing arrows and the R1, R2 appear as right facing arrows, the [--] is just a blank tile for separation, and PL is the position the player appears at.

And if the player does touch L1, L2, R1, or R2 then it will also tell the player what room that will go to, YES/NO, if yes is chosen then they warp to that room. That room ALSO puts the player back at the bottom center with a new set of L1, L2, R1, R2.

Entry: Warp room
Left [1], KEY ITEMS
LEFT [2], NORMAL ITEMS
Right [1], SPELLS
Right [2], STORY

You can certainly keep it as is but this means the player must move the full-length of the screen to go from one page to the next. Also consider changing the floor and wall color/design so the player becomes familiar with which room they are in.

I figured it was something like that (and of course, it's not a big deal). :)

Nah, there is no way RPG Maker could generate something like that automatically, I added all the various options little by little (sometimes after a player's suggestion). A good chunk of the options in the travel sphere are meant to help me quick test parts of the game and the rest is to let players cheat a bit, if they want to. It's a bit messy, but at least it has the most important options.

Re-organizing the travel sphere wouldn't be a bad idea, it's just tough to find the time, since it's not essential.

MDQP:

As in the past I wrote databases and further wrote a complete RPGMaker, I can see how the computer could do this automatically. You of course for every "event" would need to give a description to, understanding later the program will create this "programmer's" room for both use of the builder and the player.

Back in RPG 95 I had the idea of the player being the builder. That is they were given certain "god-like" items in their inventory and could create structures as well as NPCs and critters.

It would definitely be an interesting experiment to let the computer auto-generate these rooms:

1. Items, Key Items, Weapons, Armor, Spells, Treasures.

2. Flags, adjusted according to gameplay.

3. Warp, warp to any point where a warp was created in the game.

4. Clock, as you have morning,evening, and night, and lunar positions.

Each of these rooms would have an initial description telling what they are and rooms 1 - 3 would have a description attached to every button.

It could also be done perhaps that the player could "grab" a box or button from any room and move it into a 5th empty room and build their own custom set of buttons and control panel.

It would be an interesting challenge to write. I can definitely see it being done.

To your credit to date I have not had to cheat at all. I am a little disappointed that some quests can become RED meaning you failed them and can never have a chance to recover them. Specifically, "Spilled milk."

I like that you can choose when to go to the next chapter. I'm currently on chapter 2 at 12-hours in gameplay and won't go to the next chapter until I have exhausted all the quests.

Another thing I could add would be to have the ability to redo any quest even if completed. Naturally at a penalty, you receive half the amount of coins and instead of a specific mission it would be a generic one with little story.

A good example of this would be, "Experienced Escort."

Once you have done this mission you can do it again as many times as you like but only earn half the amount of money - and there will always be combat to earn that money just to make it difficult for the player.

The ability to redo missions would definitely help the players who may be "running out" of missions to do or run into the dreaded RED where the mission is failed and can never be resolved.

I can certainly say you are a better programmer than me, if you can automate a significant portion of that process. A lot of the stuff I have there doesn't follow a precise scheme, and it's customized to fit my needs to test this or that, and the things which are more "generic" (like, testing the layered images, changing stats/gold, and so on) are easy enough to add to the travel sphere that I never even considered automating adding new interactions to the room.

Most of the quests which can fail are tied to chapter 1, because I'd like to have some different consequences play out depending on the outcome or if you ignored them. There are a few more quests you can fail, but generally you have tools at your disposal to avoid that situation (some can take you by surprise, but that's what saving is for ;p).

Yeah, I didn't want to spring a new chapter on players, especially since a very limited amount of quests can fail if you don't tackle them before the chapter ends. This way they can take their time and look around, if they want to.

The idea of repeatable quests might be something to look into. Since I have the jobs around the city, I feel like having yet another way to make money would take away from their role, though (which is already a bit marginal).

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I just stumbled across your RPG Maker, I would love to have a copy of it! I am sort of collecting "Makers", I found it here:
https://web.archive.org/web/20021001164202/http://members.fortunecity.com/dw817/...

I would also love the collection of worlds here if you have them!

https://web.archive.org/web/20021001163723/http://members.fortunecity.com/dw817/...

But the download was not archived :-(

Hi, Krum. Thank you for your interest in my lifetime project ! Please create an account and write me HERE - and we can discuss getting all the elements of it to you.
https://www.writerscafe.org/mail/new/539658/

Done, you should have the mail.