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I'm curious if anyone has run into this before? I posted a devlog, saw it in Most Recent, but when I poked back later I could see the posts that it was between but my post had disappeared. The post itself is still up, and I don't see any issues with it, but I would love to know why it would be removed from search results so we can avoid it in the future:

My two hunches are:
The external link out to Medium - I could see why those would be caught by a filter, to avoid people just posting a devlog which is just their external link. In our case it's just a link to some details about what is coming up next.

 We marked the post as a Major Update  - This update roughly tripled the size of our current game, which I consider major, but I would love some clarification on whether or not this is only supposed to be used for things like "Game is out on Steam". FWIW this is our 5th Devlog and the only one we've marked major.

This is adorable! Really looks like it finds a good balance between tactics gameplay and something a little more approachable, like classic board games.

Peglin - A Pachinko Roguelike (Currently free on itch!)

It's funny, WebGL is my default because I like making my jam games easy to play, so I didn't know how bad it was until we started building the standalones!

Hey everyone :) 

We'd love to have you join the studio discord if you're interested in chatting and/or learning more about the game. Also if you have any questions or feedback, or run into any terrible bugs, that's the fastest way to reach us!

(Of course we'll be watching the topics here as well, so if you don't want to use Discord that's okay too)

This looks awesome! What a cool idea.

Thanks! We've been having a lot of fun making it, and more on the way :)

(love your asset pack btw, can't wait to use them in my next jam!)

Hi everyone!

We've been using to share builds with our playtesters for a while now and we figured why not open it up and let everyone in on the fun. 

Peglin is a unique turn-based Roguelike where you defeat your enemies with the power of Pachinko. It's... easier just to show you: 

We will be having a more traditional Early Access launch later in 2020, and are aiming for a full release in early 2021. In the meantime, you can check the game out with WebGL or a Windows Standalone right here on

Oh and it's minor but we changed the name of the whole game

Ah it looks like it is summarized on the jam page now as well, but I hope that helps :) 

Yeah we should link to those on the itch page somewhere, in the meantime this is from the discord

"Here are the official rules for prize eligibility and selection criteria for the jam this weekend:

Award Eligibility
Must be 13 or over.
Must be submitted by the due date and hour (11:59 PM PST April 22nd)
Must be completed to the point of running as a prototype.
Must represent original work ( plagiarism and/or forgery will be disqualified) All assets used in the project must belong to the creators or be used under an appropriate license.

Award Selection Criteria
Entries will be reviewed by a review jury of not more than a dozen members on a simple point system. Games must address one of the themes/diversifiers
A winner and any runners up will be announced MAY 1st

Awards will consist of the following Prize Package
Hand made original signed earth photography, promotion of game and studio/individual, opportunity to be featured at IndieCade Events (US/EU), and a Carbon Offset donation in your studio/individuals name."

The jam doesn't have a short & simple theme, but is focused on Climate Change and Earth Day.

We will have a keynote when the jam starts, and will have researchers available to chat in the IndieCade Discord which should help to narrow down a more specific theme for your game :)

Hey Spoonizee, this jam will happily accept games that were also submitted to Ludum Dare as long as they are related to Climate Change and fit in with our Earth Day theme. It also runs until Wednesday the 22nd so you've got time to expand upon your LD submission or start something new :) 

I couldn't stay away from the goblins... This one's got a bit more polish to it :)

I don't have any credits in this one yet but I'll try to figure out the best way to get them in a Kongregate game (comment/description/in-game). Feel free to shoot me a message if you'd prefer to be credited by name vs page.

Thanks again!

This is really excellent work :) The way you blended traditional tower defense elements like gathering gold to upgrade your towers, without taking away the core poker mechanic is fantastic.

Thanks for the work you put in, the game is a lot of fun!

Awesome, I can't wait to check out the changes!!

It's a beautiful asset pack! I've only used it in a small game so far ( but I will definitely be using it more in the future :) 

Sorry to necro this if this pack is no longer being worked on, but I just wanted to add my support for door opening + closing animations. The big doors look awesome and I'd love to have a big boss stomp his way out of them!

Hi! I recently used your assets in a small game, and credited you in the game's description (there's no credits in the game itself due to time constraints).

Thank you for releasing such adorable assets! :)

I definitely respect some hustle, but you're necro-ing a lot of very old posts there my friend. Might be better just to make one new topic on the front page in the future, or reach out to active Indie YouTubers/Streamers directly and more personally.

I've been wondering this myself! Hopefully someone will provide an answer :) 

Ah, yeah they're compressed already. Probably wouldn't get much additional space savings, if any.

Are .unitypackage's actually compressed though? Maybe you can get additional space savings by zipping that package?

It took me a while to find this myself, but you can enable screenshots for browser  games too.

Ah, I didn't realize how old the thread was until the discussion about it in the newest replies. Apologies!

Ha, clever way to do a spam bot though, don't think I've seen them verbatim copy other replies before.

@Dan Sanderson as well: I love the idea of itch vouchers, would make for great gifts for other indie friends and would be a good use to turn & burn the small amounts of money that my free games make.

I would also love to see a bit more love towards assets, as I get a large amount of assets from itch now. 2 quick things I can think of are bringing tags to a forefront when searching and categorizing the "New From Those You Follow" section on the homepage.

When I search, it would be nice to filter results by tag the same way I can in Browse (maybe you can already do this and I'm just missing it somehow?), and on the front page I appreciate seeing new games from people I follow as well, but I would like a section or a toggle to just see game assets instead of new games. That's a very developer-specific ask though.

Fantastic tileset, makes prototypes & jams look 100x better! Thank you!

You have to look at how your game competes with the huge amount of great free games on itch. Why would someone pay money to play your game over any of the thousands of free games available to them?

I would take a look at 2 things: your icon (and how it stacks up against other games in the browse sections, most of which are gifs and explain what their games are right away) and creating a trailer. There aren't many people in this day & age that would spend money on a game that they haven't seen in action, either through a trailer or being played by a streamer.

For specific feedback, the tiled star background and the game-mode icons in the screenshots make it look quite amateur. If I were you, I would probably make the game free, learn from player feedback and try to build up a bit of an audience, and find a publisher to work with for your next commercial game, as they'll be honest with you about when the game is ready, and provide lots of playtesting and marketing support.

It's a tough industry for Indies right now, and it can feel really unfair because just finishing a game is so hard on its own! You're off to a great start though, and I hope you'll keep at it!

Sorry for necro-ing this (it's still near the top of the tips forum and I ran into the exact same issue and it almost drove me mad):

The reason your lighting (or anyone else running into this) looks so different is because of the exported quality settings for WebGL builds. You can fix it by using deferred lighting, which makes lights much more efficient (but can't be used with an orthographic camera or for certain lighting effects), or by bumping up the number of pixel lights allowed in the player quality settings:

Pixel lights are pretty expensive on performance, but so long as you aren't pushing the boundaries anywhere else you should be okay (I would try deferred lighting first though). I bumped up the pixel light count for my game Archipelago (up to 12, I think) and it looks pretty close to how it did in the editor:

itch is such an excellent place to post in-progress work - the community and dev tools are just amazing. However something that I'm missing is that I find it hard to create a page for an in-progress game that will later have an actual release.

It seems that my 3 options right now are:

  • Create a public page for my in-progress game. Most of the organic views from are going to be on whatever iteration I decide to go public on, and I won't see any other placement when the game goes 1.0
  • Keep my game as restricted until it's ready, which allows me to share it through my own networks but requires that I either get people to use a password or mess around with a private download key.
  • Have a game page for the in-progress version that I can release, try to form a bit of a community around, and then later release a "deluxe" or final version on its own page. It feels like this would work, but it feels  dirty to spin up multiple games and it would split any community that you'd formed on the in-progress page.

I've also attempted keeping the game public but unlisted until it was ready, but when I made it publicly available it appeared way way down any recent titles lists, so I don't think that's a good option either.

I have 2 ideas to help combat this. The first is fairly simple, mark a game's 'release date' as the first time it's been public & listed, so that the page can be 'public' but not be listed yet, and let us decide when we want it listed and fully available.

The second would be to include something along the lines of an early access classification that would be in-between restricted and public. Games marked as this for release would be publicly available via their link but wouldn't appear in the released sections until moved from early access to public. This difference would allow for a different browsable section though, for people looking for games that are still in active development that they could potentially join a new community around and/or provide feedback when it matters most.

If there's something that I'm missing I would be happy to hear it, I have no problem changing my workflow if there are better ways to accomplish something. After writing this out I'm thinking that creating 2 pages probably isn't the end of the world, as it wouldn't be too spammy if only done for long-term projects, and would easily allow you to send claimable download keys to the players of the first if the final product has a price associated with it.

Won't help with the default view but this asset is awesome for full-screen:

This is fantastic! Auto-include in every Unity game I make now. Thank you!

Aug. 27th Unity is doing a live tutorial for beginners:

But agreed with the others as well, Unity Learn is probably the best place to start, followed by tutorials on YouTube (just make sure they're using at least a recent-ish version, Unity has changed a lot over the years)

Hilarious concept for a game, and beautiful art! Thanks PC Gamer for highlighting this one :) 

Thanks for playing! It's always nice seeing the game in action and it was great getting a peek at the other games too :)

I'm curious about this as well, I'd like to touch up a few things but don't want to interfere with the judging or anything ( even if it isn't suuuper competitive).

However as far as I know, changing the page for the game shouldn't be a concern, just content in the game itself. If there's no answer from Kenney, I would say to keep the original jam build available and clearly marked as the jam entry, and then you can add new versions to your page. I'm definitely going to keep a jam build on the page for posterity :) 

I made a platformer for a game jam last weekend that is a little light on content but is fun mechanically, I might develop it out if it playtests well :)

Wow, what an excellent jam game! Very cool idea and nicely executed :)

Wow, what an excellent jam game! Very cool idea and nicely executed :)

You mention that you'll keep working on it after the jam, so I've got some suggestions that might help (though I fully understand that it's a jam game and you've probably got 1000 things that you wanted to put in the game)

  • Speedup would be great, especially early on.
    • So would music/sfx volume control/muting, and
    • range indicators on the towers.

  • For design itself, something I noticed is that because the towers retain the same power over the course of the game, the stakes can get really low if you get some good hands early on. I have some ideas that would help with that.
    • Adding gold to the monster drops, and allowing the player to:
      • Wager money after seeing their initial hand, to power up the turret. Amount of gold could directly correlate to multipliers on that turret's power. So players could save up gold for one big tower or spread it out among all their towers.
      • Make all of the different towers more similar in power, but allow the player to wager coins to play a different card game (blackjack?) to upgrade them later.
      • Letting the player spend a certain amount to redraw cards in any of their hands.
    • Adding the ability to "mulligan" their first hand, as I found it was often just worth restarting the game if I didn't get a good hand to start with.

Sorry for the unsolicited feedback, I had a lot of fun with the game and I'm excited to see where you take it :)