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(2 edits) (+3)

We can thank the numerous reaction youtubers who popularise horror games with the teen/preteen market.

Even without the theme of horror, this market drastically changes the nature of how a game is interpreted. Take Minecraft for example*.

I'm not sure if anyone else here has played the Narrow One; but it too is plagued with its own issues. All-in-all, the main issue is that there are very different types of people visiting itch. Keeping the front page needs to cater to the kinds of gamer who doesn't want to explore for themselves. Such people are mostly underage kids. We know itch to have so much diversity and creativity. And you are correct in pointing out that an intial impact sets the tone for all but the most adventurous.

But the subsumation of the existing main page into an alternative user experience would result in rage for the current users for whom the popular offerings appeal to. A bigger question can be for where itch gets the most value. Of the current users being catered to, are they more likely to spend more overall than the average user? Is there another meaningful metric we can look at instead?


*: A novel sandbox. Appealing in it's ease of controlling space. Of use to those who had an interest in architectural aesthetic. Then it gained increasing popularity in gamified form. The ability to be used as an intellectual tool never changed. However the ability to hold serious discussion on subjects like adjacency and negative space, with Minecraft as the medium, became cheapened somewhat. You'd have to move into specialised forums than be a conversation in situ as part of the medium.

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Is there another meaningful metric we can look at instead?

top rated and top seller. and for all three, try adding the 30 day filter.

But no matter how you look at it, "horror" is popular. Blame all the successful indie games that are horror based. As an indie developer there are many challenges and among all the possible genres and scenarios, "horror" is rather easy to implement. Puzzles are hard to come up with, so is level design and graphics. But with horror, most of the things, including the story, happens in the mind of the player. Not even a need for a complete story, you only need hints.

So this is twofold. We have developers seeing games and thinking, oh, I could make one of those.

And we have players, seeking one of those nice indie games. They do not come looking here for mainstream games. And good point with the youtubers directing people here.