Yup. It's a tough crowd out there.
Recent community posts
Hey Phantom! Just a thought, but you may want to spice your pages up a bit. Some custom headers/banners and video go a long way toward making people interested in your project.
If it helps you get started, we do offer a pack of itch.io templates and premade themes for you to use as well. https://lantanagames.itch.io/design
Hi all! Since some of you may be coming into Mondrian - Plastic Reality without ever having made a level for a game before, or if you're wanting to know what awaits in Mondrian Maker, we've started a series of tutorial videos! This first one goes through the basic interface of Mondrian Maker, as well as showing you how to build your first level. These will be coming out once a week, every Monday, for around the next month or so, and then we'll be uploading them as new features get added.
You should be careful with this. The US Congress is currently investigating unregulated cryptocurrencies and slowly but surely pushing new ones toward being properly regulated under Title IV. So this means cryptos that aren't Regulation A+ will either have to take the new, legal route of becoming regulated and open up to all investors at low prices (instead of a select few, accredited investors at high prices) or risk getting shut down (yes, this includes Bitcoin, Ethereum, and many of the other popular ones, all of which were created before).
That said, Quarters is an awesome idea, but I'd hate to see it get shut down because of incoming regulations. I'm up on the news, just not up on the tech, so I can't make any claims about any adjustments you might need to make, but just a heads-up.
I have an older CPU but a GTX 1070. So for the sake of framerate, I find ShadowPlay to be the best software for capturing video. For screenshots I will either Print Screen the right moment, or pull them out of the captured video, and save as a JPG or PNG.
Hi teamlazer! I would say yes, this is a good idea. We're currently doing the same thing with our early access game, Mondrian - Plastic Reality. The reason we chose itch is specifically because it is much more welcoming toward early, experimental, and incomplete titles than Steam (even though yes, we also have one up there that we're still working on and will be updating at some point). itch also isn't the kind of place where you can expect to host "get rich quick" asset flips and find success, ala Digital Homicide. If you're nervous about reviews, you can set the game to Free or Suggested Donation instead of making it a truly premium project, and use the Discussion Board feature for tracking feedback and bug reports instead of trying to sort through a big list of comments at the bottom of the page.
Hope this helps!
The only time we've made multiple pages for the same project is when we're running a test with a small group of people and don't want every owner of the game to have access to it (experimental features, new bugs, new platforms, etc.). But if we had branches here, there'd be no need to do that. ¯\_(ツ)_/¯
I'd have to go with the simplicity. A lot of toolsets I've used feel very... backend-ish. Not that itch doesn't have this, but imagine if itch's butler tool was the only way to manage your games up here. That's what a lot of sites do. itch on the other hand is user-friendly for both developers and gamers! The latest additions to the page designer are also great, like being able to set the alpha level for the second background color, or choose any Google Font.
There are two things itch needs, and they're both related to financially supporting developers:
- A cart. Needing to purchase one game at a time may be too tedious for some gamers, especially come sales time, when they can just, say, go around Steam and click "Add to Cart" on a dozen different games before purchasing.
- Some new ways to support developers. Something like a microtransaction system comes to mind, where you can buy 100 points for $20 and spend them all around the site. I think gamers on the site would be a lot more willing to buy some games (or even comics and such) up here if they could get them from a lump sum. Plus there could be ways to earn points, such as rating games, being good community members, etc.
But overall itch.io is easily my favorite site for posting games due to its simplicity, fun, and design-focus.
Hello friends! Some of you may be familiar with our modernist brickbreaker game, Mondrian - Abstraction in Beauty. Well, I am happy to announce that we have released the sequel, Plastic Reality, in Early Access, exclusively here on itch.io! Here's what's new:
- Five playable characters, each with a very different feel thanks to varied Top Speed, Acceleration, and Braking stats.
- Mondrian Maker level editor! We've put a lot of focus into making this as user-friendly as possible and will keep adding new features and bug fixes to it during the early access phase. Please make and share levels and we will help promote them on our Twitch and Youtube!
- Revamped powerup icons and animations
- New Block Types, like Portals, and Modifiers, like Shifting, with more on the way soon!
- Extra-antialiased graphics for a much cleaner look overall
- A handful of new songs, including some chiptunes remixes from the original game
- Lots more incoming like a Campaign Mode, Boss Designer, level importer, per-block color selector, and artist biographies
We've still got a ways to go, but we're aiming to release the game in full later this year. It is $14.99, however if you own the original Abstraction in Beauty, you'll get 30% off!
If you are a streamer or content creator, you can request a key at our distribute().
Thanks all! Hope you enjoy the game. Looking forward to playing your levels!
Hi everybody! Until we have a better way for sharing levels, you may upload them to the public Google Drive folder here:
Please only upload levels with the extension *.lvl as no other filetype can currently be read by the game. Two things to keep in mind:
- Levels are switching to a different file format before Spring. We will be offering a way for you to convert any levels you make into the new format. This new format won't change the way levels are built, saved, or loaded; but will offer slightly decreased file size overall and the ability to store more than one level per file (ie Campaigns).
- If you upload a level, make sure to make a post on these here forums with a link to it! We'll be happy to highlight particularly awesome levels on our Twitch stream or on our Youtube channel.
You can go as simple as setting up a Google Form for bug reporting and feedback, and even implement a link in your game's menu to this. This will then put the feedback into a convenient spreadsheet for you.
Hey all! Just a quick reminder for the itch crew: make sure your backup plan is in place! This message from IGS is really telling about how much can go wrong how quickly.
Yup, IGS changed hands and the new owners didn't know how to code. That's a huge red flag. It's good itch is still in its original hands. Still, it's a valued site for the community. Keep it safe please!
One way to do this, as I just suggested in a new thread, would be to allow keys to access specific files, filetypes, or files with specific options (like "Access Hidden Files"). Then you could categorize your keys and only give access to certain parts of a project, ie file 1 for low-tier backers, file 2 for mid-tier backers, file 3 for gold-tier backers, etc.
I'd love to see some options for what files keys are allowed to access. For instance, there's a "Hide this File" option, but imagine if some keys had a "Access Hidden Files" option. This would be an excellent way for beta testers to access content that, say, is locked out for regular customers. Or perhaps keys can be set to link up to specific files instead of the full project. Would be a convenient way to not have to make multiple projects when running any kind of test.
You can create download keys for testers so they don't have to pay for the game. If you want to open up preorders that don't have access to those testing files, then yes you'll probably need to set up 2 projects. One feature I'd love to see is more in-depth control of keys, for instance, "Allow Access to Hidden Files." I'll make a separate post about this.
It would need one layer of security beyond just putting in the AppID number, like if there's a Steamworks call to check that your login credentials match the AppID's administrator.
For now, the Kickstarter Import feature will do (maybe Backer or Community Import?). Gonna be a lot of emails to sift through! Hooray! :/
Since it's already possible to link Steam accounts to your itch account, is there a way we can link Steam AppID's to our games on itch, so anyone who owns the game on Steam can get it on itch automatically? Steamworks no longer offers Third Party Key integration.
Along the same lines, is there a way to import keys from other sites so users who purchased a game at another portal can redeem it on itch? IndieGameStand is looking like it might be dead, so any way to transfer ownership into itch would be a huge help.
What is this game?
This is Mondrian - Plastic Reality. It is the second game in the Mondrian series, our art history inspired brickbreaker IP. It is built on top of Mondrian - Abstraction in Beauty and is bringing a massive amount of new content to that game while not damaging what made it awesome in the first place or letting it get too far off the rails.
So is this a sequel or an expandalone?
Don't ever say the word "expandalone" again. Ever. Let's just call it a sequel.
What's with the character select?
These are the Curators, 20th century artists who modify the way your paddle is controlled. They consist of Piet Mondrian, Sophie Taeuber-Arp, Andy Warhol, Lois Mailou Jones, and Hale Woodruff. If you've played the original, you'll feel right at home with Piet, but the new characters deliver some unexpected twists to controlling the game. They will also offer you the traditional Boutique unlocks in between levels
When is this launching?
Sometime in 2018. Development is marching along VERY well, and we want to bring you a GREAT game, not an okay game that becomes great over time.
Can I stream this game?
Are the Emulators returning?
No. We are focusing more on regular art history instead of videogame art history this time around. We are toying with some ideas to take the Emulators' place though. Stay tuned!
What other new features are being added?
Mondrian Maker! This powerful level editor lets you build your own levels for Mondrian and share them with your friends, manage your level collection, and test them out in-game. It is super easy to use and you'll have a level up and running in seconds. Check out our blog posts on Mondrian Maker here on itch to learn more.
Other than that, there's a lot in the works. Stay tuned to find out what we add next!
Would anyone be interested in partaking in a music bundle for Record Store Day on April 22? This idea just popped into my head and I think it could be a really really great one, especially for helping folks discover some of the music on itch. I'd be happy to start things off with the Mondrian OST but one soundtrack hardly makes a bundle.
Bug your parents! :D
In all honesty, it's a-okay to be careful with your finances, no matter how old you are. Here are three things you can do to help out developers in other ways:
- Follow the dev! Whether here or on social media, keep track of what that developer is up to and get hype to play their next game. In our case, our Twitter and Instagram are the go-to pages. Facebook and Youtube also. Our LinkedIn and AngelList pages are a bit more dry but EXTREMELY important when it comes to our future success and fundraising efforts.
- Sign up for their newsletters! A lot of developers have email newsletters, and in our case we sometimes do giveaways, and anyone signed up gets 20% off our stuff at events. http://eepurl.com/6T0PL
- Leave a review! Whether on itch, Steam, GOG, IndieGameStand, or anywhere, let the world know what you think of a game. Let the world know it rocks. Heck, let 'em know if it's buggy. The more reviews a game has, the more customers who find it will know whether or not it's worth playing. If you like a game especially, PLEASE FOR THE LOVE OF GOD LEAVE A REVIEW! Truthfully boosting a game's aggregate score not only helps future customers feel confident about purchasing it, but offsets any troll reviews that may come in as well (and they do happen). Until reviews are weighted by helpfulness, every single one counts equally, and we need your voice to be heard in order for us to be successful.
I just downloaded the most recent update, and when I log in, all I get is a gray screen. No library, no creations, nothing. Wish there was more I could report but that's it. The login screen appears and after I clikc my user name, it goes gray. I'm on Windows 7 running an AMD Phenom II X6 1055T with 8gb DDR3.
The levels in Mondrian - Abstraction in Beauty combine preset design, procedural generation, and unlockables for some pretty nifty results. Basically, the more you unlock in the game, the deeper the generation goes. Everything gets generated in about 6-8 seconds when a level loads.
- Determine Layout: This is the heaviest handmade part of generating a level. We currently have 40 premade layouts for the main levels, and 4 layouts per Benefactor Pack (levels based on other games). So the game generates a random number between 0-39, and if that specific level is unlocked and activated, the game generates the blocks for that layout.
- Set Color Scheme: The game then determines which particular color scheme a level will have. There are 7 schemes overall, from completely randomized to only R, G, or B values, and preset palettes.
- Set Platform Emulator: Then the game decides how derezzed it will look, and for particular platforms, like the Handheld style, this overwrites the Color Scheme setting.
- Set Ball, Paddle, Wall Shape & Rotation: The game does a quick roll of the dice to determine which core gameplay elements the player will have in this level. Again, this is all based on what the player has already unlocked and activated.
- Scatter Powerups: Before even the blocks are placed, the game decides which powerups will be available in a level: Bomb, Lock, Wildcard, Shield, and/or None. Once all the blocks are laid out, each one loops through possible choices of available powerups or None. This creates a really fun, unpredictable, and slightly strategic feeling to each level, and makes each level very different from the last.
- Background: Finally, the game picks a random background from the ones available.
Like I said, all that's done in less than 10 seconds. These 6 steps essentially create a massive number of possible level variations within a strict set of rules. It's not a precise calculation, as it does not take every color and every block on the grid into account, but my current calculation of possible levels within those sets of rules is 1,185,408,000.