I think it was spam (I reported it, afterwards realized it was a copy and paste of yours)
Recent community posts
The game looks great, love the theme. Really looking forward to this now.
Here are some things I noticed:
- The intro text moves too fast to the next text (probably hard to fix due to pacing though, and the pace is very fast right now which I think is suiting)
- Didn't understand if it was possible to get out of the water and return to land
- Not a fan of the mouse clicking controls. It's not clear where the next spot I can click will be when I'm underwater
- The game crashed after I headed south, west, then tried going south again
Looking forward to seeing more of this! Keep up that good work
There's definitely two streams to consider: external promotion to bring in outside users, and internal systems to promote community. I like some of the newer comments about achievements. Competition may be a bit against itch's philosophy, but I could see achievements helping reward people who play a lot of games to stay, and you could even throw extra exposure to devs who help facilitate the community when they give reviews etc.
After reading some of the newer comments about achievements, it got me thinking about Stackoverflow's community system, where people have "reputation" points and how that helps build a community. Something similar to what you are saying about badges and a bit of free itch money or even extra exposure could be hugely useful. Nothing concrete, but I think there's something there. (Of course there's other similar systems like Reddit's Karma, but Stackoverflow came to mind because it's a fairly nice community. I do worry about ranking people, feels a bit off)
Think outside the box: bring in users from outside the itch/game dev community. Can something be done with Facebook? For example, an "app" or whatever they're called similar to what MindJolt (or other portals) does on Facebook. Take a number of HTML games that are already on itch (with developer permission of course), put them on a Facebook "itch" app, maybe add some ad-revenue to it, and have the games link back to the broader itch site in an attempt to grow the itch audience.
This seems a bit different than the other suggestions here, but I think we need to think about bringing in new users to itch, and not necessarily through exclusivity or telling people how much better the itch version is for the dev than the Steam version.
I am really glad this game exists. I have been thinking about the use of hands in terms of gameplay for a very long time, and I think they can offer a lot in terms of empathetic gameplay. It's such a shame to see so few examples, so thank you very much for making this
Shell Kingdom is a game where you go on a small adventure with a bunch of turtles to try to take back your island. Control many turtles at once to solve puzzles, use the environment to create formations, and engage in combat with armadillos. The game can be thought of as a "mass" game like Kirby's Mass Attack or a light-RTS like Pikmin. Features a "paper" style aesthetic and a small story.
We made the game last weekend for a game jam. It turned out pretty well, has more features than we ever managed to squeeze into a game jam (and probably a playtime between 20 minutes and an hour). I fixed up a few bugs during the week, so I feel a bit more confident showing it off now. (Forgot to announce it here when launched, sorry about that, hope this is fine)
Play it here: https://jagames.itch.io/shell-kingdom
Thanks! The aiming was really off. I programmed the game in a bit of a backwards way where I started with things like level management, dialogue system, persistency/saving. Only threw combat in half way through the jam and it just never got good. Usually I'd start with the combat and add all the other stuff later. But this time Alex and I wanted to make as much of an Ocarina of Time/Megaman Legends style game as we could in the short time frame. Which is why we ended up dividing the work the way we did, working on parts in an order that would least impede the others' work. It was really fun to do this, partially because I rarely get to work on those kinds of systems (the other part being I just want to make Zelda games). Mind you it really doesn't make sense (I think it annoyed Ian a lot). A lot of it felt like it was close to not getting used. Like why do a save system first if you never know if you're going to need it?
If we were to continue developing the game, I'd definitely throw out the combat system and start from scratch. Actually I was thinking about ditching it on the final day of the jam and making it more of a collect-a-thon/NPC talking fetch quest game. In the end though we rushed in the combat.
But at the end of the day, at least we now have a toolkit to make adventure games in Unity :)
I had a lot of fun making this game. Usually my jam games involve doing a random gameplay gimmick. This time around, Alex and I decided we wanted to try to make as much of Ocarina of Time as we could in 48 hours. By ditching a gameplay gimmick and instead doing a development gimmick, I kind of re-found my love for developing games. This game really reminds me of something I would have wanted to make when I was first starting to make games with ZQuest when I was 11 or GameMaker when I was 13. The game itself doesn't have much to it, the gameplay was thrown in last minute. But there's a certain charm for me to make a game like this.
My development process was a bit backwards. Instead of starting with gameplay, I started programming the level management system, persistency system, and dialogue system. Because of this the combat is extremely lacking. I don't think I would do this again, but I do believe it was a good approach for our goal (which was more to see how much we could get done in the time frame). Also now I can make more adventure games in Unity without having to do all the tedious programming!