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Evolutionary Games

A member registered Jun 06, 2016 · View creator page →

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It can mean a few things:

1. There isn't enough space for the app to install - clear your cache / storage and try again 

2. It's been blocked by Google Play - turn off Google Play and Protect

3. It's the same version that is already installed on your device and your device doesn't see the need to reinstall the same version.

You can release your game with an installer - that way they have to accept your EULA or terms and conditions before installing the game.  However, it won't allow them to play the game through the console. 

Alternatively you can just put a disclaimer in your description that states what your terms are with the clause - by clicking download / or playing this game you agree that you have read these terms and will abide by them.

There really isn't much you can do about those fees - except increase your prices to cover them.  If someone buys your game or asset using Paypal - then there is a charge from Paypal for processing that transaction and that's what you're seeing under payment processing fees.  It's the payment method your customers use. 

There is a small charge for the payout - but you'll see that under adjustments and not under payment processing fees. does show me a banner at the top of games that I've purchased or supported.  If you're not seeing that then it may be that it's a duplicate of the game or the developer deleted the game page and re-uploaded it - (they're not meant to do either of these two things).

Else it could be that you got a game at 100% off that wasn't claimable.

Under More information on the game pages - there are 2 dates - a date on which the game was published and a number of days since it was last updated.  Probably an update date would be more useful than the number of days - but you'd be able to tell from there if that's the version you have.

I like the first guy - but not the glow / smudge around his eyes.  

But then my opinion really doesn't matter - because it's your game and your vision.  Looking at game characters in isolation doesn't tell me anything.  Do they fit into the scene or with the style of the game?  Are they roughly drawn as an example and you'll neaten them up for the game?  Is the idea of the game to have roughly drawn characters?  Is that the size they're going to be in the game - or will they be small?

Everyone here's going to have a different opinion and it's not really going to help you.

Hi, welcome to  The better place to publish games - no publisher needed.

The fact that the majority of game developers cannot afford Steam fees and that they don't care - they like to keep their store exclusive for people who live in Western Countries / have money - is the reason I will never support them.  Not as a customer and not as a developer.  

Your best bet for finding a game publisher is to look at the opening screens of games similar to yours that have publishers.  When a game starts the publishers name is normally the first splash screen, followed by the developer.  Then do a search for that publisher name.  That way you'll know you're dealing with a publisher that has actually published games like yours before.  They will also have a form or email address on their website for you to submit the game to them.  

It depends on you and your budget.

If you enjoy coding and would like to learn how to code - then you're looking at Godot, GameMaker, Unity.

If you don't enjoy coding and would like to make games without it, you'd get further with Clickteam Fusion, Construct and GameSalad.

There are more than 30 game development engines listed on & if you ask "us" - well we all have opinions and they're all different, in the end it's not really going to help you.

I'm not familiar with the games you mention or RPG.  But in general, things in games are just coded in, they're not necessarily extensions.  However, many of the game development software have stores and you can purchase examples, tutorials and guides on how to create what you want.  They also have many free tutorials.

I'd suggest as a start to play around with the different software engines - see which ones you like, don't like, work through their tutorials until you click with one of them. has a minimum payout of $5 after deductions.  It is better to ask for payouts less frequently, because you save on the payment processing fee - i.e. PayPal charges a fee for the payout, does not.

The adjustments are:

  • The tax clearance fee of $3. covers the cost if there are no sales on the account, but when the account does have sales, they recover it from those sales.  This is an once-off fee.
  • Historically was covering some the payment processor fee to pay the funds out to the developer - but they decided to recover these from the developers as well.  There can also then be an adjustment for those fees if you had received a payment in the past, before implemented this rule.   

Typically you would only be able to sell your collections to people who regularly read and enjoy your comics.  If you are publishing a paid collection without a free collection first, you're unlikely to sell any  if your web comic is family-friendly - not sure how well the adult-only section of this site does - I have the blocks ticked to never see any of it.

Else try Smashwords.  They do have people there that will read books / comics etc.  You can also browse their catalogues and get an idea of the price.  They also have regular sales where you can discount your books up to 100% off.

Download App -

 You would have to go the developer's page on and play it there.  Alternatively, you can download and play it through the itch game console.

It's on sale - so it's participating.

You can always go here:  On Sale - and scroll down all the 1367 games until you find yours.

Mind you, nobody can actually buy your game for the sale price, because the minimum payment is $1.

I prefer the grass of G3 .  

No. doesn't have "credit".  In order to receive the funds you need to transfer it to a service provider, like PayPal.  From there you can purchase a Google Play Card or anything else you have.

 However, keep in mind there are also fees that are deducted from the donations.'s share, if you're giving them any, the once-off tax clearance cost ($3) and the payment processing fees.  From your first $5 donation you will retain only a few cents, if that much.  You would need a few more donations before you can request a pay out.

Suggestion 1:

If you have 2 different characters that must meet, let's say a blue one and a red one.  Then place some objects that they must collect.  The red character must collect all the red objects and avoid all the blue objects. and the blue character must collect all the blue objects and avoid all the red objects.  Once all the objects are collected, then they can meet.  If a red character walks over a blue object then they lose and must restart the level - same if a blue character walks over a red object.  

Suggestion 2:

Add in more characters but they all still move together.  You have 2 blue characters that must meet and 2 yellow characters that must meet.  You win only when both teams are together.  

I prefer the orange lettering to the white lettering, however, the 2 oranges you have on the original don't go well together.  I'd keep them colourful, but choose a different colour for one of the texts - like blue or green or even white.

Price:   There's no rule.  It depends on what's in your pack.  Keep in mind if you price something at $30, you can always discount it to $15.  If you price something at $1 you can't discount it - well people do, but has a minimum payment of $1 - so any price below that is nonsense.  

Followers:  It's not important why they follow you - they did, and if they don't like something they can unfollow you.   Just keep in mind that just because you have x amount of followers doesn't mean that many people will go look at anything you post.  

You might consider placing your assets in more stores, especially if it's designed for gaming in the Asset stores of the different software, like Unity Asset Store, 

Sales - I think for every person who has done well, there are probably 1000 people who've sold nothing.  There might also be something to do with the circle of friends or network the person is in or they made something that captured the imagination.   But that shouldn't stop you from trying.

I wish you the best of luck!

I keep the same file names but, in the description, I just add:  Updated May 2021:  This changed...

That said, I don't really care about the stats,  in themselves they aren't meaningful.

I've made all my interface and graphical assets free - here are some examples but there are more.  Scroll down to the bottom of my page to see all of them:

Not necessarily one .png - just one download with all the wall tiles .png or sprite sheet in it.  

And a separate download file for the props etc.  

So you'd have a  / a and a files - and you can make 3 store listings, or put it all in one and people can choose to download all 3 or choose any 1.  If one download is more popular than another it will also give you an idea of what people like the most about your stuff.

It's up to you. 

It is better to keep things separate as someone might want the characters and not the dungeon.  You could always just have separate download files if you want to keep them on the same page.

As for animations, as long as your instructions are clear and people know what they're getting, then it doesn't matter.  Just in your description specify which are animated and which are not.  

It depends on your country of residence.  If you live in a country with a double taxation agreement with the USA you don't have to pay tax, or file a tax return in the USA - as long as you're legally doing the necessary in your own country.

No you won't get paid.

There is an option to (a) charge for the game (b) accept donations (c) not receive any payments.

You'd be free to select (c) in which case you wouldn't receive any money for your game.  

Under option (b) you might receive some money.

Having my games free, for a day or two, only resulted in them showing up on piracy sites.  The "downloads" did nothing to increase my visibility or popularity here.  People did not buy or pay attention to my subsequent releases .  

 I hope you have better luck.  

There's a game that I play from time to time called - All my gods - All My Gods > iPad, iPhone, Android, Mac & PC Game | Big Fish (

I would really recommend you play it to see how they handled the situation - there are challenges, obstacles, you earn Mana, but it keeps you engaged.  It has an interesting story line.  It's a similar concept to what you're describing.  It would in any event give you a lot of ideas for features to add to your game. 

I like your idea of keeping people happy else they leave - that's not in this game - in this game the people have a protest which is by and large harmless.  If they held a riot instead that could also be a fun feature - to have them go out and destroy or burn things down so it costs the player time and money to build up again and creates an incentive for them to keep the people happy.  

Collecting resources is an option, or you could study something to advance technology.   Alternatively if things break down, then the player has to keep a careful watch to fix them before they completely destroy i.e. if you don't fix the roof, then the building is destroyed.  If you don't put out a small fire then the whole house burns down.  It also uses up the resources so that the player needs more and doesn't in the end have a lot of money or "belief" and nothing to spend it on.

The game I mentioned also gives you options - like in your game, people trade with each other and that earns gold, they mine for gold, or you can use mana (i.e. belief) and it's up to the player whether they choose to fund something with mana or gold - whether they tell the people to put out the fires with water - or if the god uses mana to put out the fire.  That choice will also keep the player engaged - because that gives them control - and then if they make the wrong choice they can run out of the one resource - so that also gives them an incentive to play again, to try and make better choices.

I remember reading that they'd speed up, but I had expected the walls to still block them - they go straight through the walls.  If that's the design - well then everything works great.

It's fun to play - but it's a little glitchy - sometimes the enemies fly through the walls onto me.  I guess one could consider that part of the challenge :-)

Very cute game.  

Snakebyte was my favourite game - when games first came out (long ago) - this is a good clone of it.

I find playing the game against the background very soothing.  I also like that I can set my own speed.  

It would be fun if you added in levels and obstacles - so once a player reaches 300 points, it starts a new level with some obstacles in it - just to add some variety.

It looks really cool - I like the purple. 

 The gorilla is a bit too aggressive for my tastes, but I think people who like action games will probably like the gorilla a lot - he looks like he means business!

(I'm more a fluffy bunny and unicorns kind of person).

You can enable comments on your page and people can leave reviews in the comments if they want to. 


Until has a feature like Steam, that can show you - how much time the person spent on the game, before allowing them to review it, any review here is not really valid.  And Steam does some considerable tracking to be able to tell you that information. currently doesn't track their user activity after a game is downloaded.  So what you're asking would be a fundamental change to the whole of  - they would have to force people to play games through their console and then track what they're playing and for how long.  Without that, the reviews are meaningless - because you don't know if the person who reviewed the game actually played it, is a friend of the developer, is an enemy of the developer or is a troll - and not knowing that - means you can't trust the review.

No, it's meant to be used to browse and play games only.

But people, being people, might do strange things... who knows.

Most hosting sites offer packages like WordPress or SiteBuilder where you can choose a template and create your own Website within minutes.   The hosting company will most likely offer you some assistance with this if you get stuck.  Just have a look at your control panel for your website hosting.

There's also software packages you can buy that make creating websites  easy.  

Just remember that if you do have someone write a custom website for you - you are tied into that person, and if they become busy or unavailable you're going to find yourself unable to update your website, especially if they use software you don't own or don't know.  If they disappear you have to start from scratch and get someone else to rewrite your entire website.  

Also make sure they give you the design rights and copyright into what they create for you - so they don't hold you to ransom afterwards.  

  • Draw the game - in a graphics programme or on paper, but draw it to scale.  That way you can see the layout you have in mind and see if everything will fit.
  • You need only the main ideas to start with, and the drawing. 
    • What's going to be unique about the game?
    • What's going to be the fun aspects?
    • How do you win?
    • How do you lose?
    • Will there be achievements or rewards?
    • What happens when you die / lose?
  • Decide on your target devices (i.e. pc or mobile etc.) and keep that in mind when you plan out the size and extra effects.
  • Create a small prototype of the game just using basic shapes - sometimes a game sounds fun in theory, but isn't when it's actually written. It will also give you ideas of what works, what isn't going to work, what is going to be a problem to program or to create graphics for etc. When I have the game working on a template level and I can see that it's viable - that's when I start planning the detail and the things to make it look pretty.  I've also learnt that when a game is extremely boring to develop that it is also going to be extremely boring to play - I abandon those or rethink the ideas.
  • Make a list of all the global variables and data structures that you will need (for example, score, health, weapons.  But don't go into too much detail - just the basics - it's enough to know you need to plan out the weapons in a data structure without necessarily listing every weapon you can think of.  You can add those in as you're working on the game and most software is flexible enough that a list can grow or shrink without much effort. 
  • Note down all the interface / menu items you need and decide where and how that is going to be implemented - will the buttons always be on screen or will you have a pop-up menu?  It's important to create with the pause / music / sound options in mind from the start, because they should be settings where the user can choose and you need to plan for that when you code - i.e. you can't just say, play sound, you have to say - if user wants sound - play sound.
  • I probably have at least 20 games written down and planned in detail that I've never written.  When I'm really excited about a game idea, I tend to plan them a lot less and jump into creating them sooner.  But that might just be me...  

I found switching  software taught me the most.  Every software teaches you something different and even if you return to the software you were using - it gives you a better understanding of what is available and new things to discover.    It refreshes your thinking  because you could learn something new in each different game development software.  

There's free software like Godot and then a lot of paid software have free versions or trial versions with some examples and tutorials that teach you the software, for example, GameMaker and Clickteam Fusion, so you don't have to spend money.

However, on the Unity side - I completed the Junior Programmer pathway from Unity Learn- it gave me a good insight into what the software has to offer and even though a lot of it was not what I was interested in,  it helped me to learn the basics of programming in  Unity and  gave me some fresh ideas  Junior Programmer - Unity Learn

 I also enjoyed this one: Real-time Animated Storytelling - Unity Learn - it gave me insight into a section of Unity I wouldn't have discovered on my own. It helped me to think of my games in a different way - many of my games have a story element - but this would allow me to animate the story, not just show the text on screen - it's something extra that I can do.

It depends on the type of game.  2D graphics vs 3D graphics won't make a difference

Pixel art is a different story - it's an acquired taste and  polarising - some people love it and others won't touch it because it's consider dated, old-fashioned etc. 

Also note that pixel art doesn't scale well, despite popular belief, you need some settings on the user's side to override the default Windows graphics.  I saw that Unity has a special plugin / extension to solve that problem, but most other software I've played with doesn't have that feature and the pixel art becomes blurry when scaled up.

If your device is below min version of 21 SDK - Android 5 - it won't install - any users who have devices below that - and there still are users out there with those devices, won't be able to update - the app won't install.

I'm not sure where you're publishing this but Google Play won't accept app updates on 28 SDK - only on 29 SDK - i.e. Android 10.  In other words, they'll reject your update and there will be nothing to update for the users.

If you're doing a direct install then you could have a block on Google Play Protect.  Make sure that is disabled.  They block apps that don't come from the Google Play Store. 

You can update a game on Google Play as often as you like - so if you want to amend the game etc. you can do so.

As long as your description is clear i.e. here are the first 3 chapters / levels and more will be released as they're completed, users should be okay with that. 

 If you don't specify that, then they'll most likely ask for a refund as they might feel they paid for something they didn't get. 

Another solution would be to have in-app purchase and you could release them in blocks like:

  • Chapter 1 or Level 1 is free
  • and then charge $1 for every additional chapter, or every additional 2 chapters depending on your price-point.  That way you're free to add in chapters, and people can buy them or not as they wish and they won't feel that they've paid for something they haven't received.

Or split your project into versions :

  •  LongStory 1 - is the first 5 chapters or levels that they buy separately
  • LongStory 2 - is the next 5 chapters or levels that they buy separately etc.