Works well now, and this colour is much better. Thanks for the changes. It's too difficult for me though, I couldn't pass floor 4.
Evolutionary Games
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I liked your idea, but I couldn't do it - I was pressing an arrow key every time I heard the beat, but I think there might be a delay between playing the sound and hearing the sound which makes the game go out of sync. Perhaps you could extend the time the player has to move? Eventually I ended up just continuously pressing the arrow key and the character would move every now and again.
I also found the flashing lights distracting, but it might be helpful in some cases. Perhaps include an option to turn it off.
(I can't comment on your game on your page, because the purple on black comments makes the text too hard to see.)
Normally, if you request a payout and your tax information is out of date, you'll be prompted to update it before Itch.io continues with the payout. If there is no payout request, itch.io doesn't usually let you update the tax information, because it costs money and it might be out of date again before you qualify for a payout.
Everything works well. I like the light effect that follows the mouse movement. Chapter 1 was a bit boring, but Chapter 2 started being interesting. I played on PC with mouse, but I don't think it's a game I'd be able to play for longer than a few minutes at a time - too much strain on my hand. Might be better on touchscreen (I'll try that sometime).
I'm missing instructions. You show I must go through the one square twice, but clicking it a second time, resets the line, it doesn't allow a line to go through again. And then there's a second set of starting points and goals, but I don't know how to release the first line so I can interact with the second set.
Fun game. I played to level 60. I liked the final few levels where the pieces were mixed up better than just playing one piece (e.g. knight) at a time.
Initially I avoided landing next to the King, because in Chess the King will take the piece, but I see there are no defensive strategies built into the game. Might be an idea for future releases.
Have you tried using itch.io's app instead of downloading games directly?
1. For parts the game was playing itself, because matches were coming in. Perhaps find a way to ensure that doesn't happen.
2. Some match 3 games will match all the matching blocks, you're only matching in straight lines. That's okay, but I would say so in the instructions, so people know it's a feature not a bug. (Maybe it is there, I didn't look for that type of info.)
3. Maybe over time you can add some special blocks that you unlock by matching next to them, to give the game more strategy.
Something you should fix is that your game shows Difficulty Easy by default, but when you start a new game, it defaults to Difficulty Hard. You have to select a different difficulty, and then select Easy to get Easy mode. Once if figured that out - and how to move the pieces (because that's not in your instructions), the game worked well.
The correct link to your developer page.
It looks good, but the pictures are dark on a black background. They tend to disappear. I'd suggest you play around with placing borders around the images (your game icons) so they stand out more from the black background. Alternatively, try lighter background colours to contrast with your dark images.
The information you have there is sufficient. If you have your own website, you could add that.
At this point it seems you only have two projects / games, so how you sort them is immaterial.
Thank you for the solution. I deleted my post so you can delete yours so we don't give the answer away.
The game will probably take longer than you said because a few levels are tricky and take time and a few tries to work out.
The example in question, when you explain it, it's so obvious but I was just thinking about it differently.
That's what makes the game so much fun. It would be boring if the answer was obvious every time.
Payment Fee = + - 3.99 (payment processor charges)
Tax Clearance Fee (once off) = 3.00 (last time I checked)
Payout Fee = + - 2.84 (payment processor charges)
You should be able to withdraw about $74.17
You can just request a payout. Itch.io will adjust the balance before paying it out (i.e. fixing up the tax withholding).
Once you receive a payout there is a detailed calculation under Payouts showing how the payout amount was calculated.
It may depend on the developer. Those that collect the money directly typically only use PayPal.
I tried buying an asset before using a prepaid credit card (received digitally from the USA). Itch.io wouldn't accept it because it couldn't validate my zip code - it insisted on a 5-digit number. I had entered a 4-digit number from my real address when registering the card (South Africa only has a 4-digit postal code). In the end I couldn't buy anything at Itch.io using the card.
It's clever. I would suggest though that you change the way you check the words so that duplicate letters can be placed in any position. (If there's an E on the top row and one on the bottom row, I would like to place any E on the top row, not look for the E you specifically allocated to the top row.)
Typically, indie games save to your local device only. These game saves are small though; they probably aren't causing your space issues. Getting an external hard drive might be a good solution for you.
To save games online, we must pay for a server to host the game saves, pay for a login system that is secure (can't be hacked), then code the game saves for the server (probably using PHP). You also need a secure system to reset a password. Every time you switch devices you'd have to login to that account and download your latest data. Because it saves online, you can never play offline - so it's constantly using data.
I had personally investigated that process of saving progress online, and it only becomes viable - time and money wise - if you have thousands of players. None of my games have more than a handful of players.





































































