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T. Ashley Jenkins

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A member registered Jan 06, 2015 · View creator page →

Creator of

Recent community posts

Thank you for the kind words!

Regarding the feedback:
1) The direction priority isn't random, it's actually stated in the readme file and on the game's page. The priority is: bottom piece first, then the sides (toward the center first), then the top piece. I wanted to try having it prioritize larger groups but I didn't have time to mess with the mechanics as much as I'd like. I made this entire game by myself in one week

2) Accessibility concerns / colorblind-friendly options were another thing I wanted to put in but didn't have time to do. I had to make this entire game by myself in one week. Stuff like alternative palettes or a menu for rebinding controls would have taken time I didn't have. The fact that there's even volume control and a pause menu is already going above and beyond here!

Thank you! It's not random, it actually has a priority, which is described in the readme file and on the store page - highest priority is the bottom, next highest is the side (toward the center), then the other side, then the block above. I wanted to try having it prioritize bigger groups first but I didn't have time!

Thank you!! Making the energy pieces prioritize larger groups is an idea I had to try experimenting with, but I just didn't have time to futz around with the main mechanics after I had them feeling good enough. I bet if I made that change, the wildcard piece would feel more useful too.

Thank you so much!! I just divided the title logo into interlaced parts and used Construct's built-in wave effect on both of them - and I did the outline/shadow separately from the rest of the logo so I could keep a bit of the wave going. My goal was to make it look like a classic retro console scanline-manipulating effect and I think I nailed it!

Thank you very much! I wanted to add in a tutorial, but I had to make the whole game in one week.

I am honestly completely floored that this hasn't been implemented yet. This would make so many things easier! I understand there might be some logistic difficulties, but if they can do it for bundles, they can do it for individual projects.

Does itch STILL not have revenue share? It's an absolutely crucial feature, especially for the smaller creators that itch caters to - not everyone has a bean counter on hand to make sure all the money gets where it needs to go!

Heya! I didn't see any sort of option for this but: Say I want to release a game as pay-what-you-want on itch, and for some low price (say $3) on Steam. Steam's terms of service, if I recall correctly, say you can't distribute external keys if the base price of the game on the external storefront is lower than the game's price on Steam - is there a way to set it to where you can only claim a Steam key if you pay some minimum amount?

Phewph, ok...! Good to know - thanks for the prompt answer!

Heya! I've got a quick question for something I'm curious about - if bonus content for people who pay a bit extra is added after a project is released, will existing customers be able to access it by paying the difference? I've read a bit about DLC-like 'Sub-products' that may be a better fit for this sort of thing, but I'm not sure those are publicly available to use yet.