Thanks.
marconathan
Creator of
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Hello, I am seeking guidance on the correct procedure for reporting a jam where there is clear technical evidence of rating manipulation.
I recently participated in a sponsored jam where I discovered:
Multiple accounts created within the same 24-hour window from the same region targeting specific entries.
Duplicate Entry Proof: Technical metadata (Android Manifests and app.info) confirms that the winning entry and several other submissions share the same developer package name, suggesting one person used multiple accounts to influence the results.
I contacted the organizers privately, but they stated they "do not have the resources" to verify technical data and only see the final scores. Since the jam community page is now disabled, I cannot raise this concern there.
My question is: Does itch.io staff investigate technical proof of rating manipulation (package names/metadata) if the jam organizers refuse to do so? I have all the files, screenshots, and metadata logs ready to provide to the site admins.
I want to ensure the platform remains fair for developers who follow all technical requirements. Thank you!
Overall, it’s well balanced between minimalism and attraction. I really liked the art, music, and controls. The only thing that felt difficult for me was jumping over enemies, since the jump power doesn’t show until release. I think this would become easier with more playtime, and it also fits the game’s name—it really feels like a jump challenge. Great work!
Thank you so much for taking the time to play through the game and write such detailed feedback — I really appreciate it. I’m especially glad to hear that it was playable to the end and forgiving enough to encourage retrying; being easy was very intentional in the overall design.
Regarding the attack button, that’s a fair point. I was really torn between "J" and "E" button, but i saw that "J" was most common used while i did not comfortable with that, i do not know why i did not used both.
About the audio: One limitation I ran into was that audio balancing in the editor did not translate 1:1 to WebGL, and didn’t get enough passes to re-test and normalize everything properly in the final build. I started my game on the last 9 days of the submission period. That said, I’m glad the sound cues themselves still communicated actions clearly.
As for the art consistency, Because third-party assets were forbidden and the scope was limited, I built backgrounds directly using Unity primitives (squares, capsules, etc.) and experimented with different silhouettes and behaviors of enemies. In some areas, especially where multiple enemy types appear in the same environment, this does amplify the feeling of inconsistency. With more time, I would definitely unify the visual language further, particularly between enemies and environments.
Overall, I really appreciate the thoughtful critique. This was very much an experiment in minimalist design under constraints, and feedback like this is exactly what helps refine it further. Thanks again for playing and sharing your thoughts 🙏








