I would read the howtomarketagame blog.
Hoiby
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Most if not all devs on the itch forums are not going to posses skills needed for such a project. Things such as dedicated servers, networking, and deep systems that can be scaled are just not a thing relevant to most games that people release on itch. I would suggest searching for professional developers, which as far as I understand, don't look for work on the itch forums. Also what is this project? The paragraph long description just makes me more confused as I try to imagine what kind of game this is.
Seems cool. A few issues though are that the constellations shown in the picture are kinda boring. It also seems like it would take up a lot of monitor real estate, which is a problem for people with small monitors. (I don't really do this kind of thing though so I wouldn't know) Definitely add color customization options. I interested to see where this goes.
Just because you don't get the view you want, it doesn't mean that you aren't getting visibility. You might get 1000 impressions, but only have a 1% conversion rate, which means that you get 10 views. If your rate is higher, itch will probably promote your game more because it is probably more interesting. So people are seeing your games, they just don't want to play it because it doesn't look appealing. But, for the few people who you do get in the door, they will promote the game themselves if it's good. The lesson: make a good game and have a good thumbnail/short description (It's the only thing that players see to determine if they should click on your game page).
I do think visibility is an excuse. The solution is to make a good game. That leads to people leaving a good review and recommending the game to other people, which then pushes your game up further on websites, to get more people to see the game, and do the same thing. I personally haven't had this happen, but I have been reading this blog (howtomarketagame.com, do know that it's more targeted to Steam), and that is a very important thing that he talks about. Also, if you want to get a ton of people to play your game, go on Steam, because that's where all the players are, and therefore the money. Here is an article about traffic and visibility on itch.io, though. https://howtomarketagame.com/2025/05/12/benchmark-itch-io-traffic/.
Cool art. I use Unreal, and I do think that for me personally, I prefer just models, not Blueprints with built in functionality. But, that's mostly because I enjoy doing things like adding functionality to models, such as making a door system. It also helps because I can better integrate it into already existing systems in my game. I don't really need any specific assets, but I would suggest trying to make a complete set of art for a game to allow for better style continuity. (Weapons, characters, etc.) I do get that some of that is very different, but it probably would be best. Also, don't forget to upload your art to engine specific marketplaces as well as itch, since that's where most of the traffic for assets goes.
The only problem is that gamers want high quality games, and the sort of games that would be on that platform are bad ones. If your game is good and is what players want, it will naturally gain a following. Also, any sort of vetting system for a platform like that would get overloaded and only a few games would get promoted.
It depends. I would never use anything in the Brackey's Platformer assets pack, but that's simply because it's used so often. Pizzadoggy doesn't seem to have any problems with selling assets with a gallery of projects using them. I would use pretty much any other assets, but just as long as it's not used too often.
It's a hobby for me, but from what I've read, crowdfunding is one way to support yourself. You could also make a demo and get a publisher. Or you can make it part-time and then live off of sales until you make another game, and so on. Both options of making money before release require making a demo or some sort of playable thing, so you might as well try both. Thomas Brush, a game dev Youtuber, has a free course for this sort of thing, if you're interested. I haven't done it, but it might be worth trying. https://www.fulltimegamedev.com/opt-in-how-to-make-six-figures
You should consider having some sort of networking system for multi-player games. Most people use the Steam API to bypass port-forwarding. This sort of thing is very important to have. Also, I would advise not having a 0 dollar publishing fee. This would increase the quality of games on the marketplace. Otherwise, you have to pay a lot more for storage of games that are low quality and that no one really wants to play. This would also be more appealing to bigger budget games because they wouldn't have to deal with marketing in a store flooded with bad games.
You are stressing analytics way to much on Itch. I don't think that browser plays are counted once per user, but probably not everytime someone plays it. My guess is that it only counts after a certain playtime to prevent spamming reload to fake stats. Also, I don't know where you are seeing these ratios.
If your goal is to make money, you probably will have to make what people want because no one will buy your stuff if there's no one that wants it. While it might be a niche, it might just not be big enough. It also is worth considering not charging $20 for a character, especially when you make all of your characters work together, because most people will just go get their own artist at how expensive it is. This whole thing is kind of like making platformer games on Steam. The market is small, and it really doesn't make sense as a financial decision. The best thing you can do is probably try to get hired to make a game with a developer who needs your art so that it is original to the game and that you'll probably get paid more. But, if you make art because you enjoy it, keep doing that. It looks good, people just might not have a project that needs that kind of art.


