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Eldwood

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A member registered Mar 03, 2017 · View creator page →

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Actually lots of browser games manage to save just fine.

Actually, if you use the text box to search instead of using tags, I think the default is to search everything.  This makes it very hard to search for specific types of assets, because I either have to stick to tags and get a lot of irrelevant assets or I have to use text search and get a lot of irrelevant games.

If you're looking for a editor-driven general game engine, I recommend Godot.  Not because it's necessarily better than the alternatives, but because it is freer.

Personally I'm more interested in highly specific trigger warnings than in vague age ratings.  For example, a player with extreme arachnophobia might have trouble with games that contain spiders, but be totally fine with sexual content.

Trigger warnings feel genuinely helpful to me.  Age ratings feel condescending.

You can create separate project pages for all episodes, and then create a sale for each episode except the first one with a condition of owning the previous episode.  It's kind of clunky, but it should work.

That makes about as much sense as saying that children shouldn't read picture books.  Because that's what visual novels are: picture books, on a computer.  (And yes, there are picture books, and visual novels, that are absolutely not suitable for children.)

I don't think there's a way to do this right now,but it certainly be nice to have.

I think that's a very good idea!

I think the way to do this is to pick a specific language and make a bundle for just that language (including multilingual games that support that also support other languages).

I already made the same suggestion, so obviously I think this is a good idea!

Wouldn't it make more sense to put the content warnings on the game page, so that people can see them before they even download the game?

Two problems with this.

One is that rape only looks misogynistic if you're only considering male-on-female rape.  However there's also male-on-male, female-on-male, and female-on-female rape, both in real life and in fiction.  The assumption that all rapists are male and all victims are female is itself sexist.

The other one is that for people who actively fantasize about rape, as opposed to opportunistic rapists in the real world, dominating and humiliating a real person is very much part of the fantasy.  It's not that these people don't see their victims as human, it's that they get their jollies by sexually dominating another human being.  And frankly I'd rather that they play out their fantasies in a game than in real life.

No, I said I have mixed feelings, which means that I can see that providing content warnings that are specific enough to be useful without being so specific as to spoil the game can be difficult.  It's still worth attempting, and it may be better to err on the side of giving too much warning than on the side of not giving enough warning, but avoiding spoilers can also be important.  For certain types of games, giving away the ending can completely ruin the experience.  When I write a game, I want people to be able to enjoy it.

Also, avoiding content that actually traumatizes people is just one reason for content warnings.  Far more common is people avoiding content because it offends them or because they just don't find it appealing.  I don't think any of my games are likely to actually traumatize anybody, but I'm sure the moral guardians would find a lot to take offense at.

I have mixed feelings about specific content warnings.  On the other hand, warning people about content they wish to avoid is good.  On the other hand, content warnings can easily spoil plot twists, and the more specific they are, the more they spoil.  It would be nice if there were a opt in/out system for content warnings that only warns you about the types of content you want to be warned about.

You say: If rape and sexual abuse are illegal, shouldn't the glorification of sexual violence portrayed in videogames be illegal too?

By the same reasoning, should we also ban rpgs that glorify walking into people's houses and taking all their stuff?  Superhero games that glorify vigilantism?  Racing games that glorify reckless driving?

If I never see another rape game in my life it'll be too soon, but let's not confuse the artistic representation of a thing with the thing itself.

To be absolutely clear, you should NOT post your own game in Recommend a Game, which is for recommending games you did NOT write.  If you want to post your own game, use Release Announcements instead.

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True that.  I am not a prude, but I have to say that the prevalence of creepy dead-eyed uncanny valley porn has made me turn off NSFW games entirely when browsing.  If only I could do the same for deliberately ugly gross-out horror games...

I just have to say that blocking people here in the community forums is completely pointless.  I blocked SaberStorm to cut down on the amount of useless noise I see on the General Discussions forum, and it didn't help at all:

  • I still see the threads which that person started.
  • I still see placeholders for that person's posts.
  • I still see replies to that person's posts.
  • In short, the amount of useless noise I see hasn't changed at all.  All that has changed is that some of the useless noise is now in the form of placeholders that keep tempting me to click on them to reveal their content.

I can kind of understand the reasoning for implementing blocking this way, but at the same time this renders the function useful for my purpose.  I can't really see blocking as it is currently implemented being useful for any other purpose either, but maybe I'm missing something.

Can followers see games that non-followers can't?  I always assumed that games were either hidden (i.e. nobody can see them) or public (i.e. everybody can see them.)

You posted this under Tabletop Gaming » Resources » Tools.  That's bad for the following reasons:

  • You posted an asset pack, not a tool.
  • You posted an asset pack suitable for digital games, not (just) for tabletop games.
  • The Tabletop forums are hidden away, so most people won't see your post even if they normally check all forums.
  • The Tabletop forums are more or less dead, with the newest thread in many forums being over a year old.

I recommend posting under General » Release Announcements instead.

In theory, this would be useful.  In practice, a good portion of game developers can't even correctly label which operating systems their game supports.

I don't know about the situation in the Netherlands, but in Germany (and also in the USA) it is possible to link a PayPal account to a checking account.  That's what I would recommend, assuming you have a checking account.

The basic concept is a lot of fun, but this game seems to go on forever.  I got up to 16K without ever being seriously challenged.

Right.  My unpopular opinion: there are many nice things about classic roguelikes, like the complexity of the simulation, the clean grid-based turn-based mechanics, the non-modal combat, and even the use of ASCII graphics.  The main reason why I don't play classic rougelikes more is that I hate permadeath and random world generation.  As far as I'm concerned, rougelites kept the worst flaws of classic roguelikes while discarding everything that's good about them.

I hate it.  Seeing how much better other people are at a game is just depressing.  I don't want to compete with other people, I just want to play my game in peace.  Also, I don't trust games that require a network connection to not spy on me.

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I have seen good-looking PS1 games, but I don't think I've ever seen a good-looking 3D PS1 game.  Except maybe Final Fantasy Tactics, but that doesn't really count because it uses 2D sprites.  Good looking PS1 games = Suikoden 1+2, Alundra, Brave Prove, Symphony of the Night, Mega Man 8 and X4-X6.

I have seen good-looking low-poly games, but they look nothing like PS1 games.

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You're definitely building your distribution incorrectly.

From the Ren'Py launcher (latest version), select your project but don't click Build Distributions.  Instead, click Web (Beta), then Build Web Application.  This creates a directory with a bunch of stuff including a game.zip file.  Ignore everything else and upload the game.zip file.  Correction: you need to upload the entire directory, packaged as a zip file.

The Build Distributions button is for building downloadable games, not web games.

Paid but embarrassing is a really weird combination.  I only charge money for games that I'm proud of.

I also think this would be a useful feature.  The main use case for me would be automated devlog replication over multiple platforms.  I want to be able to write my devlog message once and have it automatically appear on itch.io, gamedev.net, Steam, my personal blog, etc..

Nice.

OK, here's a hint.  The order in which you visit the different regions of the underworld is the key.

There should not be any difference in content between the itch and Steam versions.  The Steam version just has Steam integration features like Steam achievements.

I second this.  I have a lot of items in my library that I never want to see again, either because they don't work on my computer, or because I just don't like them, or because I did like them but I am finished with them.  Hiding them would allow me to find the many games I own but haven't had a chance to try out yet.

What happened to the Linux version?

It's not possible to create permanent bundles right now, but it is possible to create bundles that last for many years, which is almost as good.

Running on Linux (Lubuntu 20.04.4 LTS), this game doesn't seem to save progress to disk.  Which means I would have to complete the campaigns in a single sitting if I want to complete them at all.

I have my keyboard layout set to US International, where inputting ' usually requires the key combination '+space.  In this game I can't input ' at all.  Just pressing ' does nothing, and pressing '+space is interpreted by the game as just space.  (Running on Lubuntu, if that makes any difference.)

Sorry, no video.  Just a free demo to download.

In my experience, if a virus checker claims to find a virus, it's usually a false positive - and conversely, if there is a real virus, a virus checker usually won't find it.  Virus detection is difficult.

https://eldwood.itch.io/feynas-quest