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kurochan

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A member registered Aug 13, 2019 · View creator page →

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sorry, I had trouble mentally parsing the first paragraph of your reply for a sec…

There is no way that it is possible for a single XHTTP GET request from a front end at a time would cause a DDOS attack on a back-end just because there are multiple URL params being sent to the back-end in a single GET request. The only way a DDOS attack is possible is if someone repeatedly fired off TONS of GET requests in succession without resting in between requests which would be pretty normal for the rests to occur if it was a human pressing a button to actually execute a search action. Its also physically impossible for normal human user traffic to cause a DDOS attack unless there was some crazy brand new ultra popular game that was released and everyone and their mother, their niece’s pet goldfish and the family’s pet dog all swarmed the site to download the sparkly new ultra popular game all at once (I’m pretty sure this type of thing only happened with games like Palworld and other major games that took the gaming community by storm). But under normal circumstances, a DDOS attack would be carried out by a hacker using a bot that repeatedly fires off nearly a thousand or more server requests at a time which overwhelms the server by pulling enough resources to crash the website.

I’m pretty confident the normal generic human usage of the site would never cause the symptoms of a DDOS attack on the itch.io servers just because the website devs were to add a multi-tag exclusion system to the website… I just can’t see that being technologically possible with normal human usage. That said, there are those freak incidents where a ultra mega popular game getting launched could cause a sudden rush of users flooding the site to download the game on release day… but even on shops like Steam which likely has a much more robust back-end infrastructure than what itch.io is rocking behind the scenes, most of the time it just leads to significant lag on the site and not a full-blown site crash. No clue what itch.io’s server-side infrastructure is setup like since I don’t work there, but I seriously doubt adding a multi-tag exclusion system would have any effect on the usability and stability of the site.

I’m not planning on reading that “never show me this again button” thread since that would likely tell me stuff I already realized about this topic, but if I had to give a possible user-friendly implementation of that type of button….

I’d have to say, the most user-friendly implementation of a “don’t show me __ tag(s)” type of filter I’ve ever seen in an online store platform is Steam’s “Exclude from my store” menu section’s “Tags to exclude” feature where the individual user can define up to 10 tags that they want the Steam store to globally exclude results that contain the tags selected.

since you mentioned it is known that the actual exclusion processing is happening on the server-side, all the itch.io devs would need to do is implement a quick validation that checks against the array of user-specified tags to exclude before serving the results to the front-end. That isn’t very difficult to pull off. I’m sure even a Junior Developer should have the skills to create this feature so there’s no valid reason why any of the veteran devs on the itch dev team couldn’t pull this off as well.

BTW, sorry if that sounds like a rant… that was me in programming geek mode writing with no filter (pun not intended lolz) and I really got excited about the idea of creating my own version of this feature just for fun… my bad! 😅

so you’re saying we should be relying on 3rd party solutions that we have no idea what they do under the hood and simply trust that such a 3rd party tool with zero official safety stamp of approval from itch.io won’t actually be secretly scanning our search criteria from the URLs it digests and believe that it isn’t going to generate its own analytical data or maybe even include some sort of search tracking feature? Yeah I don’t think you guys really get why blindly trusting 3rd party tools and the fact that the company itch.io isn’t adding this feature in an official capacity is really a pretty major safety risk.

I get that the inconsistent tag list is due to the fact that the platform allows sellers to list their own custom tags, but the reason I’m being as forceful with my responses isn’t only because of this feature being handled officially thru manual modification of the URL by the user – which if any of you were UX Designers and didn’t cringe at that then I gotta wonder where you learned what proper UX Design is… – You should NEVER have your users interact with the website by forcefully modifying the URL. If you don’t know why this rule is important, then clearly you don’t get that this is how hackers hijack websites and even do forced injections into databases. I’m starting to wonder if anyone who as replied to my posts here have ever even learned what the standards are for full-stack development and why if you don’t create an on-page UI element to modify the URL but instead force the user to interact with the page by directly modifying the URL params… sorry, clearly I’m not addressing professional programmers…

my last thing I’ll say is this: If you don’t get why the use of 3rd party tools for this feature that should instead have an official method provided by the itch.io dev team is a problem is that it opens up the door to anyone who has even a little bit of programming experience or even AI slop tools to be released that may or may not have features that can be malicious in nature. This is a very possible security risk for the users of the platform.

Oh and redonihunter, nobody cares if you “know your analytics”… facts are facts. security risks are a danger no matter how small, thus relying on a 3rd party tool for this isn’t an acceptable option for those of us who value our online safety and security and privacy.

As you stated, this topic is 5 years old. And yet the number of users who are continuing to request this feature still rises higher and higher without any formal response from itch themselves. And no, a community mod does NOT qualify as a “formal response” from the company.

As for why saying “No justification” is a valid statement, the fact that the URL structure exists but even after so many users posting constant requests for this feature to be a physical in-page GUI feature and not just a hidden URL feature despite the devs providing support but never actually finishing the job of fully integrating a system into the site’s GUI…. yeah that is the part that is why I also said it comes across as “sheer laziness”. You claim to be a pro web dev as well, but would you ever willingly roll out a half finished product and then claim you’re looking out for what’s best for your users? No, I doubt you would. Unless you were lying about being a fellow “pro web developer” you would release a finished product or pull it completely from your store since leaving it would damage your image when your mods of your online store site are telling the users that its only some “secret feature” when any other web dev who can identify an excuse when they hear one would look at it and think it was just “incomplete” and not “secret”.

As for other web-based stores like itch, the only stores I’ve seen who DON’T have an “exclude tags” filter option are store platforms that it wouldn’t make sense to have it from a functionality POV. But even those sites don’t pull the lame cover up line of “its a secret feature” since many of their users would call BS on that like I’m doing here.

Just so you know and so its on record, I’m NOT trying to pick a fight with you or be rude. I’m being critical of what I – as a user of itch.io and as a professional software engineer – am personally witnessing as a blatant excuse for attempting to justify ignoring user requests to actually apply the finishing pieces of what clearly looks like an incomplete feature that was rolled out before it was ever finished. I have no idea who in the chain of command at itch.io holds the control over this feature’s “completion status” verification, but it is clear they failed to properly verify that status at the UX Design stage or the maybe the executives pulled the plug on the task during the Development stage. Whatever the case is, it does operate like an incomplete feature that was rolled out far too soon. If you’re a pro web dev like you claim then I would expect you to be able to see that. Also, since the chat showed you as a mod, you do have the power to let your liaison at itch.io know that this is being viewed by their users as a missing or incomplete feature. (if I were in your shoes, I would tell them it is “missing” since the GUI filter component is in fact “missing” from the page UI.) If they actually cared what their users feel and want and request, they would in fact add that physical UI component to the page UI.

Actually, I agree with the rest of the people here on the dumbfounding weirdness of the itch.io marketplace dev team NOT adding a feature that:

  • has such a strong request rate from your users.
  • is a feature that is standard in all other online stores but is strangely missing from your store despite so many users requesting it.
  • well… if your team knows that it’s a frequently requested feature then there’s no justification in you NOT adding it.

Furthermore, if it is already implemented in the GET Request endpoint URL even as a so-called “hidden” feature, then there’s really no valid reason for your dev team to NOT add a GUI method of interaction with the already available URL structure. At this point it sounds more like sheer laziness and that’s not a good look for your company to be showing. 😑

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Personally, I think the current implementation I’ve seen itch using for the “Verified” badge is good enough for now. But yeah, as a software company owner myself who is still working to get my own company off the ground – its harder than most people think to start a business tbh… unless you have a ton of money to throw at the goal of starting a business – I do agree that trust between merchant and customer is an absolute requirement if a company wants to survive.

To use an active asset creator from this very platform as an example for why the current implementation is fine “for now” (as I mentioned at the start) – take a look at Kenney. Kenney is a very prominent asset creator in the indie game dev scene and there have been imposters who have tried to resell Kenney’s assets by impersonating him. The Verified badge is currently not something that WE can simply apply for and it currently serves as a manually added indicator the itch admins use to prevent such imposters from impersonating notable merchants – which impersonating a merchant is a 100% completely inexcusable for anyone to do since that is a malicious act that requires premeditated volition which means these malicious imposters know full well what they’re doing is illegal and malicious and yet they still do it.

My honest thoughts about people impersonating well-known merchants in this way…

I’ll be honest, if someone tried to impersonate me or my company, I wouldn’t hesitate to use my investigative skills to hunt them down and ensure they face the judicial system’s full wrath. I have ZERO tolerance for that kinda malicious behavior and I WILL destroy any scumbag who attempts it towards my company or myself.

NOTICE: The last section of this post is a warning to those who have been doing that type of act. Tread carefully!

About that…. I noticed that ONLY events that use a spritesheet from the img/characters/ directory cast a shadow while any events that pull their sprite from the Tileset sheet options in the event’s sprite selection window do NOT seem to show a shadow.

For example, I added an anvil as the event sprite from Tileset C as the event’s sprite and no shadow was shown despite the custom shadow preset I defined and added to the event’s notetag field.

My solution (For now): I’ll simply move the anvil from the tileset C sheet to a separate custom spritesheet in the Characters folder. Here’s hoping this actually works… I’ll be sure to update this comment if it doesn’t work, tho I’m pretty sure it will since the other event sprites that do use a Character spritesheet are casting a shadow just fine.

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A fun little random observation I made when I opened the zip file after downloading this tool:

This Plugin Protect tool was deffo made using the Godot game engine! I love how useful the Godot game engine is for making tools like this so I’m happy to see a fellow game dev using it to make helper tools like this! ❤️🎮🤓

I know this because the tool has an accompanying *.pck file which is what Godot uses to package the app data like the embedded image files and other assets.

Anywho, keep up the great work on your plugin projects Casper! I am a huge fan of your plugins and these helper tools you’ve created too!

Edit:

I literally just realized after I had already posted this that the info under “More Information” actually says it was made in Godot lolz! 😅

Sweetness! That would be a huge help for the game project I’m currently working on. I’m looking forward to seeing your Pickaxe pack art! 😁

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I had the same question but more global purpose than the topic you asked about…

Reff Pixels said it has no license applied and that it is up to our best judgement for proper legal usage… Based on the fact that it isn’t against the law to put icons and logos from other companies on your own website/apps as long as you don’t attempt to fraudulently claim ownership of the other company’s icons and logos you use… That’s pretty much what “Use at your own discretion” would imply in overly simplified terms – So use common sense and be reasonable and think before you do something with them is a smart way to handle this task. Shouldn’t be too difficult to do for any intelligent and reasonable developer.😅

I mean, it is pretty common for developers to use the icons for other companies’ products and services in their apps especially in situations where there’s file/link sharing like with social media sharing features. So that’s a pretty good example of a proper use case for these icons.

I was just wondering, but do you possibly have any plans to make a Pickaxe pack? Like for an Ore and Gem Mining System’s equipment icons?

There are other artists I know of who have icons for Pickaxes, but they won’t match the art style from this pack so I’d rather not use their Pickaxe icon packs when I’m mainly using your icon packs in my game projects.😅

Thanks for reaching out. I’m glad I could help!

BTW, I love your profile pic! Super cute!❤️ It kinda reminds me of a fusion of Sonic, Knuckles and Amy from Sonic the Hedgehog.😁

no worries! I figured it was something like that.😁 Claimed my access to this pack just now and I’ll download this pack to use in “Synthverse” either later this afternoon or tomorrow morning!❤️

that’s weird… is this pack not claimable? the other packs in this series were claimable for those of us who paid for the All Access Pass bundle.

Or was that just an oops moment when you configured the release of this pack’s page Elv Games? Just checking to make sure.😅

This is actually pretty fun once you understand the controls and the gameplay!

Haven’t tested it out in the web browser on my smartphone yet, but the game runs just fine on desktop browsers which is what I’m more likely to play this on.

I’m looking forward to seeing where this game goes with the development for sure!

Sure thing! Glad to help. My team and I are big fans of your teams (yours and Paganthetrack’s) game assets. Looking forward to your future releases too!😁

Oh I think I might know why you’re seeing “Buy Now” instead of “Download or Claim”…

The “Game Assets Mega Bundle” is a different product than the “All-access Pass” I mentioned I bought.

The “All-Access Pass” is quite a bit more expensive than the “Mega Bundle” and has a different way of handling the released products ElvGames releases… its more like you “claim” new releases for “free” kinda like pre-paying for future game assets and you need to claim them within a 24hr (or so) window of time after they’ve been released to take advantage of your “prepaid download access” for them.

The “Mega Bundle” however is more like you out-right buy whatever selection of assets ElvGames decided to put in the bundle and I’ve noticed the Mega Bundle is kinda more like a revolving door of products that ElvGames updates as an on-sale bundle.

ElvGames deffo has great marketing skills with that Mega Bundle sales system he’s got going!😁

This is the perfect monster to use as a source of Ores for a Blacksmithing or Crafting game mechanic!

(And funny enough, that’s actually how I plan to use this monster pack! 😅 Each colored variant of this monster will correspond with a specific “elemental” type of ore.)

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Just checking but do you see the button that says “Download or Claim”?

It looks like that button in that screen clipping I just took of the button in the “Download” section.

(Please note: I purchased the All-Access Pass thus my price is 100% Off. But even if you’ve purchased that pass, you still will end up needing to pay for it if you don’t claim it within the free access time limit granted by the pass… so ya still gotta actively pay attention to new releases to ensure you claim them before the time limit is up.)

Hope this was helpful!😊

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Wanted to say 2 things!😁

First: Hope you had a great Xmas this year Elv Games team!🎄 My team and I really wanted to wish you a Merry Xmas on the 25th but… us adults in the family kinda got swept up in Xmas Morning energy the kids in our household had and we forgot lolz!😅

Second: We wanted to let you know we really love the art style you’re sticking to with this new EvoMonster Pack series! Super cute and cool looking!✨️💖✨️ We’re making sure to claim and save each new pack you release to the private Collection we’re storing the various assets we are using in for quick access during the dev stages of our game projects. (We actually create a dedicated private Collection here on itch for each of our game dev projects and we make the Collection public once we release a game so our players and other devs can see what we used in the released game.)

Anywho, keep up the great work! Our team loves your game asset packs!💖 TBH, we would also love to eventually form some type of partnership with your team (so both ElvGames and Pegonthetrack) for commissioning specific game assets in the awesome styles your team makes, but that’ll need to wait until we have the funds needed to make commission requests often enough and at a payment value reasonable for such a team-up.

(NOTE: I’d be glad to discuss that more in depth via a private email convo since it’s not something that makes sense to clog up the comments section with. 😅)

A quick preview sheet I just tossed together for the “Glitch Form” modifications of this pack.

I managed to make the edits I had in mind for the glitch effect/corrupted vibe that I needed for the enemy sprites in Synthverse. The player can “Tame” them by collecting and redeeming “Beast Codex Medals” (name still pending…) obtained from the refining stage of making the glitchy raw data from the Glitch Beasts usable.

I’m a huge fan of your game assets ELV Games!

I’ve already got an idea of how your Pixel Evo Monsters packs can be used in “Synthverse” too!

I’ve already talked it over with my team and we’re going to use the Monsters from this asset pack series (so this pack and the others in this same series that you release) in the combat and taming systems of the game.

We’re going to need to create a slightly altered version of each of the Monsters packs that have the “Pixelated Glitch” effect we’re applying to the “raw materials” icons since the game’s theme is “Reviving society’s ‘lost fun’ via reformatting corrupted Glitch Beast data into ‘fun toys and games’ for society.

Oh and on a side note… I did have a question about your creation process for the cyber themed background texture of the itch product page, the preview video, and the album artwork of this music pack.

I really like how the repeating tiled texture of the background looks and I was wondering what software you use for making those repeating background layer textures?

I personally have professional experience with the following image editing software:

  • Gimp 3
  • Photopea (basically Adobe Photoshop CS6)
  • Canva (Pro tier)
  • Figma (free tier)

Would I be able to use those software I listed to make that style of repeating tiled background? TBH… I don’t have much experience with making repeating background textures since i don’t normally get requests from my clients asking for that type of graphic…

Any tips you’d be willing to share? Maybe a link to your favorite YouTube tutorial video channel on the subject?

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I’ll deffo be using the songs:

  • Kanagawa.wav
  • RGB Dash

in my small commercial side project I’m working on! (actually as I type this comment lolz)

I’ll be using loopable version of “Kanagawa.wav” as the Main BGM and the loopable version of “RGB Dash” as the combat mode BGM.

By the way @Elvgames the name of my side project game is “Synthverse” and these songs are an absolutely PERFECT fit for the game’s world setting and theme! I love the assets you and @Pegonthetrack make and you can be 100% sure that I’ll be 1 of your TOP 5 avid customers for life!❤️

There’s an RPG Maker MZ plugin and build workflow here that supports IAP via Google Play Store payment method.

Here’s the link to the guide: HackMD MZ Android Deployment Guide

But yeah, there’s not really a good way to implement an “add IAP support” option in this tool since it would require some pretty advanced custom configuration for Capacitor that you would need to implement yourself custom tailored to your project.

The types of app specific config info needed:

  • Google Play Store AppID
  • The IAP “product package” info from the Google Play Store Developer Console related to your game/app.
  • a bunch of other configuration related to the Supported Payment Methods that you want to support.

So yeah, that’s not something that can be added to a tool like this without some serious technical knowledge, on the user’s end, of how Capacitor works. If you want to add IAP support to your game, then I suggest you go ahead and create your own custom Capacitor build workflow from scratch that’s custom tailored to meet your unique requirements.

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Here’s the preview image I promised you!

Note the usage of your bordered panel asset as the base layer of the Axe Icon. I’ll be using a total 4 different colors of your border assets for the 4 tiers of the items and equipment and a few other colored border assets for the “unique purpose” items in my game project (from the same pack as the silver colored border in this preview image for the 4 tier colored borders and I’m still deciding on which of your other borders I’ll use for stuff like quest items, etc.)

these borders will look great as the background layer of the icons in my game!

I’m currently looking for icon border type graphical assets to finish putting together the icons for my game project.

Here’s how I plan to use them:

  • I want to use specific colors for the borders of item/gear icons to indicate their Tier/Rarity/etc.

Your border and panels packs are the perfect types of assets for my goal. I’ll post a preview of 1 of the item icons as a PNG file as a reply to this as soon as I finish one of them. (Don’t worry, I’m not going to “redistribute” it. I have a Preview Image template in Canva Pro that I use create preview images that I post in progress report posts. It has Info Text captions in the template for each image asset in the post.)

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technically… yes. it does “support” IAP features available within the Android OS via the Capacitor CLI build framework’s support for Android OS related features.

that said, this tool only provides a easy-to-use “single-click-esque” automation of the build tasks and doesn’t actually have any involvement with or control over the actual in-game/in-app features of the game/app since it just gives a GUI (Graphical User Interface) to a process that would normally be done via Command Line.

if you want to use IAP features in your RPG Maker games, you’ll need to handle that with a plugin specific to the game engine you’re using.

there are a couple things missing/broken from this tool:

  • The APK file doesn’t currently use the optional custom icon png file passed into the builder tool.

  • The deployed game seems to have the orientation configured to rotate based on what the device’s detection sensor identifies instead of enforcing landscape orientation for RPG Maker MV/MZ games.

Possible solutions:

  • Since the builder tool uses Capacitor, you can setup a feature in the builder tool to set the orientation rule and to set the app’s icon via the CLI tools being run in the background.

  • For the icon issue, I’d suggest double checking whether the icon file is being copied over to the temp folder or where ever you’re storing the temporary build files during the build process. It kinda feels like the default Capacitor app icon file isn’t being replaced with the custom icon so the builder ends up using the default Capacitor project icon instead.

  • For the orientation issue, adding a simple dropdown option in the builder tool’s UI that uses enums/constants for setting the specified orientation rule for the app that would then trigger the setting/updating of the orientation config value in the Capacitor config dynamically.

Hope this helps Kagura! I love this tool btw and I plan to use it from now on for the Android port of my games and NW.js Web Apps. It saves me a TON of time since I won’t need to take the time to configure a new Capacitor build environment for every app I’m building.

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just wanted to make sure I’m using this tool correctly… which of the “Stat Table” values would we input into RPG Maker MZ for character stats? I’m trying to make sense of the meaning of the definition descriptions for the 2 tables in the “Help” section but I’m still having a hard time knowing the difference between the 2 stat tables and their displayed stat values’ usage/purpose…

is there a tutorial video for this tool on youtube by chance? that would be very helpful since I’m more of a visual + hands-on learner and I’d really like to follow along with a tutorial video to learn the tool faster. 😅

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Never mind the above comment from me… I wasn’t aware that pegonthetrack is actually an outsourced partner and NOT actually a direct member of the ELV Games team so naturally their music packs would have a different system than any game assets made in-house at ELV Games.

I sent ELV Games an email asking about this and I got a reply explaining it pretty well. Thanks for clarifying the situation to me via email ELV Games!

(and sorry if that above comment seemed rude… that deffo wasn’t my intention… I usually just sound annoyed but I assure you it’s not “annoyance” but instead just my rather blunt sounding nearly non-existent communication skills lolz… I am working on that btw… just takes a long time for me to change old habits lolz!)

what about if we purchased the actual “Mega Music Bundle” from the bundle sale and not from the product page?

will we get the updates for free as actual “updates” since we bought what would be understood as an “Access Pass” which would imply it is a single time payment?

Sorry… I think this whole thing of opening up the page on certain days is actually a very bad idea since it really does feel like we are getting scammed since if we bought the All Access Assets bundle then it makes no sense given the wording of that bundle being literally “All Access” and that the bundle says we get “all assets released by ELV Games”… yeah that means these music packs should also be added to that automatically given the way you worded that…

btw, I did buy the All Access Assets Bundle so that’s why I’m wondering why I had to buy this as well given this is a bundle of asset packs released by your team… wording does matter.

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I’d like to use single frame PNG renders of some of the angelic and demonic monsters as scaled down wall graffiti tiles in my RPG Maker MZ maps. Can you tell me how to scale the character images down to about 144x144px without destroying the amazing quality of your art? I figured I’d ask the actual artist for tips on scaling down the size of their characters… basically I’d need to know how to scale the bigger character images down to be 96px (2 tiles).

EDIT

I just found a quick YouTube Tutorial that shows how to solve this question, so I’m good now!

Here’s the link to the YouTube Tutorial if anyone else is curious about how to do this like I was.

Click to See YouTube Video

Or Watch it in this Embed Player…

Glad I can help NovaStarEquinox!

Fun fact: This is actually the original final version of the website that was made public when the original devs made the announcement that the website was going to shutdown due to their team lacking the required funds to keep the website alive.

All I did was use my web dev skills to transform the online web-based tool into an offline app for computers using the ElectronJS build tools while also modifying the original web app’s “wrapper” and features so it can run without internet access as a standalone desktop app.

Sadly, since I don’t have a MacOS computer or an active Apple Developer’s license I cannot create a version of this app for MacOS…. (and given my hatred for how Apple’s top brass act and their business models… I likely won’t ever reactivate my Apple Developer’s license or buy another Apple device again unless their entire top brass gets completely removed from the company… but it’s best not to bring the topic of Apple’s administration personnel up with me since I can’t stand them and will likely get rather… toxic… about them…)

The Linux build is actually a test build and I don’t know if it’ll actually work since I don’t use Linux (outside of the Linux Subsystem on Windows 11 since I greatly prefer using the Linux CLI over the Windows CMD.exe commands whenever possible…) so I should mention that the only platform I know will work is the Windows build.

If anything stops working then please let me know ASAP and I’ll look into it. That said, I have a pretty full plate of projects I’m working on so it might take a bit before I can get a fix made and released… but I’ll do my best to make it at least 1 of my “top 10” priority tasks. (meaning it’ll be an active task not a “whenever I find the time” kinda task.)

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I’m seriously thinking about using the blue, green and red walking sprites to serve as the “enemy on map sprites” that wander around in set areas in my game and interacting with them triggers a randomized battle against a set of possible enemies of the elemental type the walking sprite is indicating. Although the battle system is still a work in progress in my game project… I am close to having it ready for implementation tho.

Oh before I forget, I did buy your mega bundle and I was just looking thru the smaller items included in the bundle and this caught my eye. I mainly bought the mega bundle for commercial usage of the tileset packs but I deffo didn’t want to miss out on the rest as a nice bonus during a sale.

I saw this devlog in my feed and I was curious about what this “EasyRPG” thing was…

yeah… I don’t think I’ll be implementing that tool into my own game dev workflow… it would be a good idea if my games were actually FREE but my games are commercial indie game dev projects that won’t be FREE unless the person downloading it from our site has a special access link or a special coupon code issued by our studio for some reason…

Tbh… the only people who would likely have a FREE copy of our games are our playtester team’s crew members and that would be due to the FREE copy of the game upon release is part of their rewards for helping us with finding bugs in the game before it gets released.

Anywhoozlebee… glad to see a fellow game dev studio putting in the effort to support platforms their community requested! That’s a great sign!

I finished making my own Canva Template for Box Art style product images.

I’m working on making the product images for my own products here on itch right now.

Might take a little bit before I finish all of them since I’m still working on my commercial video game project while I’m making these new product images… but I’ll slowly but surely be replacing/adding the product images for my products!😁

Just wanted to respond to your msg here before I forgot @2Plaer

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I’m about to play this first time! Looks super awesome from the Trailer Video you have on YouTube!

I’ll deffo be sure to give this a complete playthrough along with a review/rating!🎶

Oh and I did have 1 quick question about this game… my game dev curiosity got activated when I saw the trailer video lolz!😅

Here’s the question: What game engine did you use to make this game?

The reason I ask is… while the tilemap style feels like parallax mapping using RPG Maker MV or MZ, the UI designs deffo aren’t “RPG Maker esque”.

If I know what game engine it was made in or that you prefer to use, I might be able to give suggestions for some of the more “niche” types of features that could make the gaming experience for any of your future game projects. Features like gamepad vibration or the Discord SDK integrations.

Well anywho… I’ll have more of an idea what kinda suggestions (if any) would be fun “extras” once I play this game!😁 Just fired up the game now btw and I’ll be playing all day today. Looking forward to playing!

if the game is just on-hold due to other projects… could you please switch the game listing’s status to the “on-hold” status instead of leading us on with it sitting there still on “in development” status?

its been more than 2 years since the last update… if you aren’t going to get back to it… then just switch the game listing’s status to “abandoned” please…