We only support a subset of HTML. We don't support markdown directly. You can access the HTML editor on the description by clicking the </> button. We'd like to add direct support for markdown in the future but I don't know when I'll start working on that. Thanks
Recent community posts
We haven't changed the loading code on those pages since we added them. I use Linux as my daily OS so I never really had the opportunity to run them. Are you getting an error when trying to run them? If it's possible to play the .unity3d files offline, then I can convert those pages into downloadable games.
Thanks for the feedback, I think that's a good point. We should redo how we handle setting the date for that page. But, I also think that's it's important not to have a lot of expectation for the recently added page for any significant traffic. We get hundreds of a games a day, so the amount of exposure you would get from there would be pretty minimal since you're likely to get pushed down pretty fast. We send out an email when you first release your game with some tips:
- Post your game in the release announcements board - you can control what's written about your game here to get people interested, also this page will let your game stick towards the top if you get more attention on the post. We also review all posts here, and this is where we generally find people to feature.
- Share your game on your social accounts, twitter facebook etc. For the first week your game is live, it's global ranking on the site is easily influenced by traffic, so you're more likely to show up on top games or sellers if you can generate some attention around your page. Take advantage of any audience you've built to promote your project page. Send them directly to your itch.io page. If you have your own landing page with an itch.io embed then it will not get that boost.
Hope that helps
No way to remove a rating right now (that's a big oversight), you can however update your rating if you get the chance. I'll see about adding a remove button when we next update our ratings system. Thanks
Thanks for the feedback. We've received this idea multiple times now. It's something we'd like to explore in the future but for the time being you're responsible for paying out to people you'd like to share revenue with.
Hello, sorry for the slow response. It seems like due to the increased activity on the the Bitcoin network that our payment provider, Stripe, is having issues fulfilling some transactions. We're going to continue using them until they suggest otherwise. If a transaction is sent but can't be credited towards a purchase then Stripe will automatically contact the buyer about getting a refund.
1. There's no way to have a general email list right now. I think the direction we're pushing developers towards is having them write to their devlog (which might not be appropriately named) to announce stuff. Then we'll handle sending out notifications to people that are interested. I like this better than email because then it's forever available online, and not lost to people's inboxes. Feel free to use the email feature, but I don't think it's the kind of thing you should send too often, since it is more obtrusive and people could be likely to unsubscribe. I think the best use case for email is using it to tell buyers things that are relevant to them.
2. There are definitely message boards that are active. The most active ones I can think of are doing some sort of closed access/refinery release where they're collecting feedback from people. (Game jam boards are also pretty active too) I don't know the best way to get people to post to yours, you'll have to find some way to encourage them. If there's some feature of itch.io we could add to encourage more posting tell me. Also, if you end up doing something that works for you, tell us, so I can share that info with others.
The most common uses of message boards I've seen so far are:
- People reporting bugs
- People sharing ideas about stuff they'd like to see in the game
- Streamers/lets players sharing links to their videos
What kind of engagement are you looking for? Is it included in the list above, or is there something else?
Sometimes the best way to get people to start posting is to prompt them to by creating topics asking about certain aspects of your game.
We try to show players the message board as much as we can, it's on the game's page, and it can show up on their download page as well. If you think there's another place where we can put it to encourage people to post say so.
Actually, while I have your attention. Can you remove the Dropbox link entirely? Dropbox links don't work in the "External url" field, since it expects to get a URL that is a direct link to the file, not another website where you can download the file. Right now if someone clicks the download button it won't work.
We prefer people to sell files with their game, but we do allow some people to sell only Steam keys since for some game's it's not possible to make a standalone build. If you'd like to do that please send a message to firstname.lastname@example.org and we can enable it on the project page you need it for. You should have the page for the game already created, but it doesn't need to be published.
Thanks for the report. This is not an implemented feature. If you're trying to purchase something, can you contact email@example.com so I can get you set up with a VAT free purchase URL.
The app can download files that aren't labeled for a platform, and trying to run them will instead open a directory. The only issue right now is that the app is built around the idea that it only "installs" one file per game. So you may run into some trouble if you have a game combined with some extras. The next version of the app should hopefully make this better, but in the meantime you'll have to direct people to open their download page in their browser to be able to download everything.
Thanks for the additional information. I made some minor changes to prevent his from happening in the future:
- I removed the 25 char limit on username, that's a mistake
- Input length validation happens before any captcha checking is done