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Krunchy Fried Games

A member registered Jul 13, 2017 · View creator page →

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This is fascinating- especially as I work in a hospital and spent four years in medical research. My hospital uses art as a form of therapy (both for patients and staff!), so I certainly think game development could have very positive results.

One benefit development could have over, say, creative writing or painting, is the scope for group projects to help with team building and sociability and how inclusive this can be. There's a place for pretty much anyone in a game development team, whether your skills are (as your mention) art, coding, writing, but also sound recording/ mixing, music, man management, project management, accounting, promotion, graphic design, language translation, animation, editing, playtesting etc.

Hope your project goes well- I'll keep an eye on your Twitter :)

Thanks! Sadly no idea when we'll get it done though.

Sounds like a great idea, but you might need to contact the devs whose games you want directly on Twitter or somewhere.

Hopefully we'll have one eventually- but definitely not by March 2023! Maybe an early demo by then...

Yeah, I think people will definitely have nostalgia for these days of itchio in years to come (especially if this is where they started off with games) and we'll look back at the current indie scene with fondness. After all, there's nostalgia for the early days of Newgrounds flash games and- going further back- the ZX Spectrum bedroom programming scene.

For kids, I'd put Baba is You on the curriculum as a good demonstration of logic.

Personally, I think you're good so long as you don't charge money- because that's what 'commercial' literally means.

If you post something on Twitter. Facebook or an online portfolio- that equally counts as 'publishing', but nobody would see that as commercial.

It's always important to consider the intentions of the owner of the assets. When people say "For personal use only" this tends to mean "Yes, you can use this, but if you make money off our work, we want some of it!"

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Yes, as No Time To Play says, you'll be better off posting this on the game's own page as we don't know which game you mean.

I'd be very happy if you wanted one of my games translated but- with 600,000 games on itchio- I think the odds are against that ;)

Yeah, when I tell people I make CYOAs, a common reaction is "I remember those books when I was a kid!" so maybe even those kinds of books don't tend to be aimed at adults, although I don't see why they shouldn't be (a CYOA of the Game of Thrones books would probably have wide appeal).

What are the pros and cons of marketing naughtier games? I suppose you get a bigger audience, but get cut off from some common places to promote- like Twitch. We put out an 18+ version of the Bunny Hill Horror games. These were fairly mild- only occasional nudity and sex, but they still got banned from Gamejolt when they changed their policies, and only remain on Newgrounds.

If you like horror, adventure and interactive fiction, The Bunny Hill Horror might be a good one for you...

I certainly agree with your point about different thought processes- left and right-brained people, maybe. It used to be so difficult to find a game outside specific genres (e.g. text adventures/ point n clicks) where the writing wasn't terrible. I'm in a two-man team, and take on the creative work, while my friend does the technical stuff, which has worked well for us so far. As you say, unless you're a Leonardo da Vinci style genius, it's difficult to be both.

Yeah, there are differences between linear novels, CYOAs, graphic novels etc. and sometimes you'll be in the mood for one more than the other. I think the main issue for me is intelligent and cultured people who don't think they're "getting as much" from a video game as a book- even if the writing's equally good, which is a view I've heard often. I think it's similar to how I used to procrastinate by playing Fortnite but now I play chess. People see chess as more sophisticated and worthwhile but it just requires a different skillset.

I wonder how much people value "worth" by the sorts of people they see as playing video games compared to the people who read novels- and they're put off by thinking they're the domain of a bunch of sweary 12 year olds.

I re-read books all the time! It probably helps that I have such a terrible memory that I forget much of what happened after a few years.

Keeping the specs simple definitely helps.  My first experience of playing an FPS game against internet people was Red Crucible 2- there were certainly better games, but that one would work on my low-end laptop and poor internet (I might even have been using a dongle at that point), and it was browser playable through Kongregate and Facebook. Because it was accessible, I played that rather than better games, and obviously, non-gamers are less likely to have high-spec systems so that's a good point to think about.

Good luck with the social media. I'm waiting til we've got at least a beta demo for our next game before I brave that rabbit hole again!

It sounds like a cool idea. What might be helpful for people would be if you could show an example of a story that fits your format.

Yeah, you make some very good points: what is preventing non-gamers from playing your game is an excellent question for devs to start with. Nintendo are probably the best example of people who've asked this question: Do you not want to be stuck in your bedroom playing games? Here's the Gameboy, here's the Switch. Do you think gaming is just for people who like violence? Here's Nintendogs. Is gaming not improving your life outside gaming? Here's Wiifit and Pokemon Go.

Our specfic issue is that people who read books often turn their noses up at video games- and with some good reason- writing is very low on the list of priorities of game publishers. Take Resident Evil 4- amazing game, terrible dialogue/ story. Also people are often prejudiced against video games: in the same way that people overvalue food from a restaurant where the menu's in French, or think they're getting more cultural value from a black n white film, people might not think they're being culturally enriched (or whatever) from a visual novel or choose-your-own-adventure video game.

I'll stop before this becomes too much of a rant. Thanks for your reply ;)

Yeah, we've only got any kind of visibility on itchio- maybe Newgrounds too. Social media's probably a good place to promote your games but only if you're a very chatty person, which we're not. 50-100 visits a day is certainly pretty good! Maybe we'll get that again if we ever finish our beta demo...

With niche games in particular, I tend to think if you find your game worth seeing through to release, then other people will want to play it too- and it's just a case of finding them. That's what I keep telling myself anyway...

So, marketing is often seen as the worst part of game dev. There are many, many tips online- and I'm always impressed at how friendly and helpful devs are to each other with this. 

There is one problem though: since we're all after attention from the same indie gamers, more marketing often just sets the bar higher- which means more pointless work for everyone to fight for the same audience. So my question is: have you done anything to promote your game to people outside the usual audience?

One creative (and maybe even legal) thing we did, was to get our game, The Bunny Hill Horror, on Google Maps- since it's set in a real life location. This was quite succesful, and it became one of the most visible locations in North Staffordshire for about 6 months until they realised that there was, in fact, no invisible castle on Bunny Hill, and took it down.

Also, we make choose-your-own-adventures and the overlap between people who play games and read novels is smaller than it should be. One thing we did was to have bookmarks printed- which have been very useful as business cards and to strategically leave around libraries. Below is the overly complex one I designed for Witches and Bandits and Swords (Oh My).

So, if you're a dev, please share anything you've done, or plan to. If you're not- what do you think would be a good idea to get people to itchio who wouldn't usually visit? Often marketing techniques might work well for a specific genre or game.

You don't even need a build for the Devlog forum. Check it out, and see what people put in theirs. Often it's just a screenshot, gif or something.

Also, now I look- there is a Game Development forum.

I don't think there are too many places outside General Discussion you can do this until you upload a project.

Once you upload a project (even if it's in a very early state)- you've then got something you can put in the 'Developer Logs' section (at the top of the page) and the Devlogs forum- which are two separate things. There's also the devlog section of your project which- I think- is something else altogether. 

I won't lie... I get a bit confused about these XD

These sections mainly feature as shop windows for players so, you might not get too much actual gamedev discussion, if that's what you want, but they're good places to signpost people to if there's anything you want to talk about.

Hope this is at least vaguely helpful!

If you don't mind a bit of reading and some choose-your-own-adventure weirdness, I'd be happy to get your thoughts on The Bunny Hill Horror or its sequel, Bunny Hill Horror: Bunny Boiler!

Wow, the bots are really back with a vengeance. I hope this thread didn't encourage him.

If he's also the one confessing to a murder, I wouldn't be at all surprised...

And CBD oil. General supplements really. I'm genuinely curious about the backstory of whoever's doing this. Is it someone in a sweatshop somewhere? Is it a guy who's written a bot program and is advertising a "promote your business to millions" scam company and 'big' keto and CBD are his clients? I'm picturing someone in India for some reason.

If you are the one doing this, and you happen to read this thread, please reply. Who are you? What do you want in life? Will you please stop?

Yeah, the thing is, people don't talk with spaces. We anticipate the second word and this affects how we say the first one. The proof for this is- if you record someone talking and then move the words around in Audacity or whatever- it sounds completely unnatural- like an automated train station announcement.

Also, people often slur speech in a way that sounds perfectly natural, but is rarely thought about. So, the word 'ladies' often sounds more like 'lays' if you analyse it in natural speech.

So- 'hot dog' might be prounounced 'hoddog' and so on.

I like linguistics chat on itchio- this was my degree XD

Paid for cosmetics tend to get a bad press but I always think if someone wants to subsidise my free game because they want their guy to have sunglasses or whatever, that's fine by me...

"Get me off the tools before I fall off a roof and die. Cheers"

That is the best marketing slogan I've ever heard XD

Hospital worker (which has included work in a medical records warehouse, outpatients, eye research, cancer research, pharmacy and performance). It's directly affected my work in the sense that I got permission to take photos of a pharmacy dispensary for a game (below) and those people in the background were my colleagues, while the scrub top I'm wearing in the other photo was my own uniform (I'm the one on the left ;) )

It's indirectly helped me with plotlines (our next game features a murder case in a clinic, and the previous one required a basic knowledge of pharmacology), and working with such a wide range of people, from consultants to patients and their families helps me keep things professional when talking to people I'm commissioning, streamers, people who slag the game off etc.

Baba is You was made for for the Nordic game jam. That's the only one I can think of off the top of my head.

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There would be Gamejolt, but they got rid of all NSFW games, there's Newgrounds, but that's browser only, as was Kongregate, but that died. So... no, sorry. Of course, there's Steam if you don't mind paying £100 or something.

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[EDIT: No longer looking]

Hi All,  

I’m one of a two-man team based in the North of England called Krunchy Fried Games, and we’re looking for someone to draw backgrounds and some UI elements (basically icons and a text bar) that complement the character artist’s work.  

This detective adventure will be our first commercial game and I can’t pay a great deal, but can offer US$100 for the early demo BGs (the interior and exterior of a police station) and the same for the four subsequent cases/ levels. If we reach our sales target, there’ll be a 100% pay bonus.  

We’re hoping to release the demo by the end of the year and the game by the end of 2023, so don’t worry about tight deadlines or a heavy workload, but we’d want someone who can commit to this period.   

BGs can be fairly simple and 2D, but clear and pleasant to look at (something like Night in the Woods would be fine). They’d need to be layered, so that objects can be removed when collected and parallax can be used, and ideally vector-friendly, so we can zoom in without loss of quality.  

If you’re interested, please link examples of your work (based on past experiences, this is essential) and contact me redrum110 at gmail dot com. Feel free to ask questions.  



Hi, if you're interested in doing backgrounds for an adventure game (pretty cimilar to a VN), let me know on redrum110 at gmail dot com. I can pay you, but not a huge amount!

This is a fascinating idea- I bet you could get some streamers to play it!


Welcome in, and good luck with your app :)

They have a great track record- Night in the Woods was massive. People even had tattoos of the characters.

Either way, I think if you're going to compare games, then I'd recommend comparing games that are similar to yours and trying and figure out what they're doing that you can learn from- whether this is the game's presentation, marketing or whatever.

I wouldn't worry too much about games you have no interest in. Basically because this won't help your games.

Yeah, contrasting your own games' success to others is rarely helpful- espcially when it's Finji who are one of the strongest indie pubs/devs around.

Ah, go on then!

In nearly five years of itchio and three games: 63,537 pageviews, 13,761 browser plays, 6,760 downloads and a somewhat miserly $19.99 in donations! Not that I aren't grateful for them, of course. Hopefully, we've learnt and improved enough to put out a commercial game next and make a success of it.

Away from the stats, it's been great to see the comments of people who've enjoyed the games, and videos of people who've played them on Youtube and Twitch- and itchio's been good for getting to know new people and making friends with people from very different backgrounds.

We're also on 199 followers so, if anyone wants to push us up to 200, I'll be very happy XD

Try the game page. You're more likely to get help for the specific game, plus some questions about set up have been asked there already. :)

I think it's asking too much to increase the visibility of a game with a single star rating. What you are doing, however, is giving the devs of a game you enjoy a reward for having put their time and effort into it, which is something we all appreciate, especially when we're starting out, and I wish more people would take the time to rate games, and leave helpful feedback :)