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Jeroen P. Broks

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A member registered Feb 14, 2016 · View creator page →

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I do not know well Phantasmagoria runs on modern computers, since it uses the newest version for the SCI engine Sierra ever made, and so far that SCI version has always been buggy on me in other games written in it. The game uses real actors, so that girl that is you is portrayed by a real actress, however the graphics hardware of the time wasn't fully ready for that, and thus they had to convert that to 256 graphics, and they used the highest resolution they could back in the day, hence the need of seven CDs. Although gameplay wise the game is a bit flawed, the horror mood was definitely kept well, and the finale is quite heavy,  and I must say the ending when you finished the game is quite realistic.

One thing I gotta warn you about in Phantasmagoria. During the finale you have very little time and a lot to do an one mistake and you will die and your savegame will get deleted (only happens i f you die during the finale. If you die earlier you can still reload a savegame). I don't really know what Sierra was thinking there. When it comes to the story Phantasmagoria is actually a recommendation if you love horror.

Now it's hard to imagine given the sweet looks of the King's Quest series, but Roberta Williams is said to be a horror fan. 


And yeah, I agree that with Alice the art direction and voice acting was indeed spot on. Now Alice herself was already portrayed wonderfully by her voice actor, but the guy who voiced the cat nailed it completely. ;)

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I'm overall not a horror fan, but there are two horror games I've actually played. First of all Phantasmagoria. This game may not be really famous anymore, however it was designed by Robertta Williams who also brought us the King's Quest series, and the game was developed by Sierra On-Line. The game was notorious for the need of SEVEN(!) CD-ROMs in order to play it. In the game you assume the role of a young woman who just moved with her husband to a mansion. While her husband is trying to get several things done to make the house suitable for living, you explore the house and eventually discover it was once owned by an evil guy whose spirit still lingers in the place and eventually takes possession of tadaa... your husband, who as a result goes mad and becomes more and more dangerous. You will also get some horror illusions among the game. The game does not work in jumpscares, but rather in a mood that gets creepier the more of the game you have solved.

The other horror game is Alice: Madness Returns, and I need to note that this is a psychological horror. You assume the role of Alice Liddell, the heroine of the Alice and Wonderland story. Traumatized by the fire that destroyed her house, and killed her parents and sister she is getting therapy by Dr. Bumby in order to forget all about that fire. This makes sense given the fact that Alice in Wonderland takes place during the Victorian era of the U.K. and back in this years it was a general consensus that whenever something bad happens you have to forget about it and move on (having traumas myself I know that this ain't gonna work, but today that is acknowledged, but this idea is pretty new). Alice however gets madder and madder, and seeks refuge in Wonderland, the world of her own imagination. However as the game progresses, Alice will actually get crazier and crazier until the moment the culprit of the murder and fire pops back in her memory (whose identity I will not reveal to prevent spoilers). The crazier she becomes the more horrible Wonderland looks, since it's nothing more but a reflection of her own mind. Once again, no jumpscares, and maybe not even that you sit on the tip of your chair out of fear, but yet a creepy mood that gets creepier all the way as Alice nearly "drowns" in her own madness. Especially when you see her memories of being in the madhouse (which is enough to get anyone crazy, and some of the "treatments" (read well-intended maiming) are actually historically correct, to make matters worse) you know you can better not play this game when little kids are around (the game does in the EU have an 18+ rating).

The comparing looks like it makes sense, but reality thought me it doesn't. First of all what AOL planned doesn't matter for the law. Moerstaal was first, and that is what counts.

--> Dutch news articles from 2001 do use "Netschaap" to refer to Netscape and directly state that this was commonplace in the contemporary Internet.
Which news channels. Not the ones I followed back then. All news channels I followed used "Netschaap" to refer to "Netschaap" and not to Netscape. Since nearly everybody in the Netherlands speaks English fluently English names haven't been translated for years, except in products that are aimed for children, which is for a web browser not the case.

So if that was AOL's intension their intensions were given the fact the name was already taken no longer legal. Also cases in which amateur productions were removed to the use. There are by the way more cases in which lawsuits over a name led to misery. I just recommend against using the name "Scratch", as all I showed is the top of the iceberg of the long list of many cases.  Also I would never link "scratch" to "itch" so this leading to Scratch to think it refers to them is not so odd, and then it comes down to what judges believe. More risky than you think.

And when it comes to amateur productions being hunted down due to references (and then I do not mean only "fangames" that are actual remakes, but mere references), the number of cases is beyond counting. Especially Nintendo and Wizards of the Coast are rather infamous for that.  I do not know about Scratch on this point, but as policies change... Personally I could use the name for anything as long as it's not gaming related.

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I wouldn't state that 3D games are graphically better... Some 3D games are actually a graphic nightmare, and then I limit myself to the graphics alone. Take Final Fantasy VII, and then I mean the not-in-combat models... They look terrible even for its time. The in-combat-models however are already a lot better.  I know I now triggered a nerve at many fans for bashing down FF7, but I must be frank here.  And there are also a lot of 2D games out there that are graphic jewels in a way that 3D could never reach... Of course, the choice is also dependent on the type of game. 

I did once play a demo in which the creator tried to make a setup for a point and click adventure (for which 2D is nearly always better, tbh) in which they tried to make the entire world look like painting by the Dutch artist Vincent van Gogh.  If that is the style you opt for, I think 2D is by far the better choice unless you are a real expert of the highest level when it comes to 3D.  However when I take a look at "Alice: Madness Returns", that game has a kind of getup that works only because the game is 3D, not only because of the game's mechanics (A 3D platformer with slight adventure aspects), but also due to the kind of mood they tried to create and the way they tried to combine realism with surrealism worked out so well due to the 3D graphics. 

It always comes down to the type of game you create.

Not a single soul in my neighborhood (all Netscape users back in the day, at least those who actually had internet back then) would use the word "Netschaap" to refer to Netscape. Now I do like only 20 km away from the (Belgian) border, but that's still Netherlands (and on the Belgian side of the border they still speak Dutch, at least when you pass it near my hometown). 


When it comes to trademark names things are always a bit complicated, especially when the trademark or brand name is used for different purposes. The name "Sierra" is the name of a car model by Ford, but it was also the name of a game development company. 


Indeed AOL lost the case, however that was a close call as they initially won the case, however when Moerstaal, owner of the Netschaap domain went to a higher judge the earlier verdict was overruled, making that AOL ultimately lost the case. Now I must say even when it was a parody cases like these are not easily won. I do remember that when the band Aqua had a hit song with "Barbie girl" that Mattel, the owner of the Barbie doll brand on which the song was clearly based, tried to sue Aqua for that, however the judge deemed the case so silly they didn't even wanna look at it making Mattel lose the case before the trial even had begun (especially since the judge wanted Mattel to explain why the sales on Barbie dolls broke all sales records when that song was a hit if the song was so bad to Mattel's image). YMCA by the Village People was almost sued by YMCA but the case was withdrawn when YMCA had far more reservations than before that song came. 


Even though cases like these are not easily successful, it can still save a lot of stress, and dealing with lawyers and such (the Netscape case did cost Moerstaal a lot of money for getting a layer and such in order. Since I had a subdomain hosted by Moerstaal myself I received a pretty detailed latter about the case). Moerstaal was big enough to get some people to help getting that all done. As a lonely indie developer you have not, and that's why I personally recommend to avoid brand names, trademarks and so on...

It's Dutch, since I replied to somebody from the Netherlands that was only obvious.
Translated to English it means: "Thanks for the information. Good to know I got some countrymen here"

I think No Time To Play said it best by asking "The best engines for what? It depends on the games I want to make."

I've always said that the best programming language doesn't exist, and the same goes for game engines. And I prefer to code my own game engines, the the one I'm using now is just written in C++, although I must admit I've used the SDL2 framework into it to save myself a lot of work, as you really don't wanna do the work that SDL2 takes out of your hands yourself, no sir. 

Is my own engine better than others? For me it is... but I'm quite sure it might not be suitable for others, but why should I care about that? I created it for my own purposes, and I did make it open source, so if you think you have a use for it, I won't stop you (I may later try to create to make some things more user friendly and document it out better and create a page for it, but for now, it's enough that it fills my own needs). 


I don't believe in "the best"... I believe in the tool that works for me.

Now I am not gonna judge if you kicked this user out for the right reasons or not.  Nor will I judge this user's actual behavior. Whatever I say now is for cases like these in general.

In my experiences in the many many sites I've moderated in the past (itch.io NOT being one of them for all clarity) I know that you will always have these kinds of users, and that it's for a moderator often a very hard case to judge well, hence the reason why nothing may have seemed to happen based on your report. Out of experience I know that some harassers (or people they want moderators to believe in that role) are the actual victims and the people whining the actual bullies, and I am not accusing you of anything, don't get me wrong, I am simply making clear why these kinds of cases are hard for moderators. Believe me, only a pure masochist would WANT to become a moderator as these are the kind of cases in which being a moderator downright sucks. In the case the moderator cannot really deem out who started everything then in most cases all a moderator can do is nothing at all, or in extreme cases ban all involved parties, although the latter scenario is rare and only happens in VERY extreme cases.

Next thing I know about cases like these is that a moderator's intervention can sometimes work out to make matters worse. Some people are not willing to understand their own faulty role and will either start making bypass account in order to keep the harassment going (mostly easy for a moderator to detect based on data they can see which you as a normal user cannot), but even with a moderator being quick on banning bypass accounts, it can take quite awhile before the bullies give up. Or they can start a smear campaign on social media. Especially YouTube is a popular medium for this, and whatever happens on YouTube is out of reach for the staff members here. YouTube smear campaigns can either work out that the bully merely embarrasses themselves, but sometimes they are successful in damaging somebody's reputation.

Now if the story really went the way you told us here on this forum I deem it the most prudent way to go to pretend that she doesn't exist and that the comments she makes are never posted. Downside is of course that she can attract the attention of others, but that's not something you can prevent anyway.  If matters really go out of hand you can write into more detail to the administration, but in the administration's defense I most note that these are always very hard cases for a moderation team to pick the correct action. In the end she is entitled to recommend others against joining your team, not much to do against that, but at the same time when it really comes down to harassment it's gonna be a hard case. But mostly it's best (and also the most professional route to go) not to respond to such people at all. People speaking negatively on advertising posts are overall not really taken seriously. The less attention they get, the better.

Apple doesn't want you to use anything not coming from the AppStore or from developers who pay over $100 a year to Apple.
There are however some security setting you can set less agressive. The first time you run the app, click it with the right mouse button or hold ctrl-and-click if you have a one button mouse, and then select "open"... you will still get a warning, but the choice to open it anyway, and when you open it again later, the issue should no longer be there. 

Apple is just a little paranoid, or money hungry... your choice.... If the itch.io app does bypass this, that would be good.  For me this was a reason to quit Mac.

Bedankt voor de informatie. Goed te weten dat ik hier nog landgenoten heb ;)

Victory Heat Rally community · Created a new topic Review

I wrote a review about this game on my tumblr page: https://trickyjeroenbroks.tumblr.com/post/640464773103960064/victory-heat-rally-...

Something tells me making that link almost invisible was a rather strategic move.

When it comes to the usage of existing names in your product I always advice caution. When it comes to linking a game to a site the notice is all fine and even necessary, like an on-line trophy system, which itch.io does not have, but a similar game site does. Then noting the name of the site is just vital.

When it comes to your game containing a name, like in this case itch.io, I would actually advise against it. First of all the copyright issues are likely what is not in the way. The way I estimate the admins now they may not even mind. But what if itch.io would ever get sold? The current staff members are only human after all and won't level forever and you never know the stance of future owners.  And this also brings you to another position. What if itch.io would ever break your trust. Seems silly to say here on the itch.io forums, but I do speak out of experience that websites may sometimes take a very very nasty turn you can never agree with. Many companies in general I used to speak highly of are now on my personal blacklist. If that would ever happen in the future the name is already in your game, and it can be one hell of a job to remove it all. That alone is reason enough to avoid it.

Of course, it is always your choice, and regardless if the itch.io staff allows it or not, I personally recommend against it.

Please note that Scratch already is an existing name for an on-line code-less game programming language. So I wouldn't use that.

Also note that there was in the Netherlands once a kind of weblog (before blogging really became a thing) about NetSchaap. This led to being sued by AOL the owners of the back then popular web browser Netscape. Yeah, I know it's absolutely crazy, but it really happened. The blog NetSchaap (literally "Net Sheep") was about the adventures of a virtual sheep, to make the case even more silly. 

The time that people blindly assumed 3D was better than 2D is thank goodness behind us (it would be even better if it never existed).
Rather a good 2D game than a bad 3D game. In the end people should opt for the quality of the game itself and not if a game is 2D or 3D...
Frankly a real gamer couldn't care less about that.

Kssa has a point that 2D games are indeed quite often more friendly on the hardware, but frankly that should not be the most valid point.


Pixel Art is indeed a point of discussion, as scaling is getting an issue here. When it comes to people not wanting to touch pixel art... well the question is if you should bother about those people anyway to put it bluntly. A true gamer respects the choices a developer makes when it comes to the art choice. Of course, the question is if pixel art is the best choice for all games out there... that is not, but the same goes for 3D, vector graphics, well... anything. I mean the famous NES-tune for Mario is well-fit for Mario, but would it fit in a very extremely dark horror game... I think not... When it comes to the visual art style of a game, the same choices should be made.

I'm not really into 3D, however this is a cool setup nonetheless.

I am a Gmail user too. I could try to send a mail as well to test if it works from here.

I would recommend against it, as github was specifically setup to work with git (hence its name). Git has been set up to handle pretty complex projects, while butler is only a quick update program and set up to handle full releases, where git is for handling active projects and on which many people work too.  So it ain't so strange that getting the full grasp how how git works is harder than to understand butler. 

And the only good way for butler to support github will in the end still be to use git as a dependency and even if it's possible to use butler for the whole update you would when connection issues is why you want it get the same issues as butler would be bound to the same protocol and connection methods git uses, this because this is simply how the git network is set up, and all clients making use of that are therefore bound by the same rules. So Butler will not be able to solve your connection issues, unfortunately.

Git is after all a version control system, and its network is setup the way it is for a reason.  I therefore deem it likely that if you go to other git-based networks (like GitLabs or BitBucket) you will likely have the same issues. 


I think it will be more fruitful to find out why you have these connection issues with git and try out if git itself also provides ways to deal with those. Stability issues with git are not something that should happen, since most package managers use the git network to keep their data in how to install packages and if versions are still up to date etc. Unix based systems therefore rely heavily on this, and there are also such managers for Windows (Scoop and Chocolatey) and as far as I know they are also reliant on git. I deem it also possible you should have a chat with your ISP.

Trying to convert a tool to do that for which it was not intended to do, will mostly only undermine its primary function. And since Butler is extremely robust for what it was set out to do (at least as far as I experienced so far), I don't think we should undermine that, especially not since the tools that were set up for the job are likely not where the "evil" lies.

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The Secrets of Dyrt.NET has been released.

This game is a remake of my original Secrets of Dyrt, the story is the same, but the game mechanics have been replaced with a new system that is still close to the old one, but still different on a few vital points, and a complete new engine must make the game more in line of my current RPG style and some improvements along the way. The work title ".NET" refers to the first version of the engine being written in C#, and the current version of the game does require .NET 4.8


Quick Story Summary: Assume the role of Eric Sylvertin. A very insecure boy with an inferiority complex because his twin sister Rebecca appears to be better in everything. However a mysterious Order of Onyx seems to hunt him down for reasons nobody knows, and not only that, the ancient holy dragons appear to have an interest in Eric as well. Eric is now forced to travel the world of Phantasar together with his sister Rebecca, foster sister Irravonia, and his new-made friends, Seelah Gandra, Dernor, Brendor, Merya and Aziëlla,  in order to stay out the hands of the order and to find out what is so special about himself making him wanted by the order in the first place.
A story with a very expanded background lore, and deeply set up character development awaits you here.

Requirements:
- Windows 10 (now I do think the game should run on Windows 7 and 8 too and maybe even Windows Vista, but I never tested that and is not officially supported).
- .NET 4.8
- A mouse (or tracker ball or any similar device).


NOTE: The game is officially still in beta status. If you find any bugs you think I don't know about, don't hesitate to make note of them on my issue tracker.

Check it out: https://phantasar-productions.itch.io/dyrt-net

I am not quite sure why I would use Butler in order to get my github repositories in order, since Git itself already provides me what I need (and the Github app works well enough too). And likely if you'd do this through Butler I'm afraid Butler will then still be bound to use Git as a dependency, not to mention the command line will be roughly the same as the clone command in Git is just "git clone <repo url> [<directory to clone to>]", so I don't see the point. Butler is a very stable tool, and I think making it contact github directly would only undermine this stability.

"But if I do have 10K family members, I'll run for the presidential election... XD"

🤣

Loads of people have their first audiences among friends and family, and like technicat said, that is including and not limited to itch.io, as a matter of fact that is not even limited to software creation, but I guess with anything you do. And yes, a lot of people have their friends and family to upvote their content, and I guess that goes on all platforms. I agree that indeed paying for positive reviews is cheating, and that is becoming more and more of an issue on reviewing platforms in general, especially since these fake reviews quite often overshadow honest reviews.  One of the reasons why I want to be very picky on my review blogs on tumblr when I ever attract the attention of big parties with my reviews (I know dream on, dream away, but you never know. When it comes to people skyrocketing into fame, crazier things have happened), as I always want my reviews to be credible. But enough about me... In the end when it comes to game ratings and upvotes and view and that sort of thing, on most sites with many visitors you need quite a lot to get into the picture.  If 'family' is over 10K of people coming to itch all upvoting your stuff (even if they are all blood relatives) I guess it can get cheating, but I cannot imagine your family and friends are in that much numbers... or is it? Perhaps I'm jumping into conclusions... 😁

Please just call me either  J. or by my name, Jeroen... I always feel old when people call me "sir"... (At least you didn't fall for the girl in my avatar as I am indeed a man).  (I accept J. from English speaking people as I know I got a hard name for you guys to pronounce. I'm Dutch, that's why I got such a "strange" name).

And what is "safe" or "unsafe" is always hard to predict... JavaScript in particular has changed a lot over the years, but then again so have C and C++, so when I have to look things up (hey, I can't remember everything, especially not since I code in multiple languages) I really must mind the date on which stuff is written. Overall I do feel safer with my own solutions too. But there is always a risk of "code rot" (which happens when programming languages change so much that code no longer works). However when you work low-level you are less bound to the changes as when you work high level. I've also had to ditch a few old frameworks in the past because the author discontinued them or neglected them otherwise. When you only deal with your own code that's less likely to happen. The downside is when the underlying language changes that you must update everything yourself also, and with ready-to-go frameworks their respective authors must do that, but downside is you gotta wait for them to get things up-to-date.

I think if you are used to work with your own stuff and if you are satisfied with that, why change? It's not that games made in Unity are per definition better than games written in C/C++ or vice versa.


And yes I too like to write my own tools whenever I'm able to. Of course, I am not gonna code my own defragmentation tool... as I really feel I can better leave that to the professional software industries, but I have written loads of tools I use every day myself, and some of them may not be easy to understand for others, but hey, for me they do what I want them to do.  And if you look around in my github repositories (I got by the name of Tricky1975 on github) you will see that I have stuff written in C, C++, C#, Python, Lua, BlitzMax, Pascal, Go, well, anything... It's just what I thought I needed to do the job best at the time... 


And thanks for your appreciation.... I always like to use my own experience to help others. There was a time I was a beginner myself, and back then we had no internet, so I was much more on my own back then... Oh, crap, now I sound like an old man... Hey, I'm just a boy... a boy in his forties, but still a boy ;)

In the end it always comes down to what you think is best.  Like No Time To Play already mentioned, using a framework, or( pre-made game engine for that matter) will always lead to a slowdown... It can also limit your possibilities. If you don't mind that and think the development will be easier that way and think that would turn out better despite the setbacks, it could be the right way to go, but if you already well-versed in working more low-level and you think you can do it without any framework, why not stick with that? After all, if you pick a framework after the development has already begun you also risk that your own code is too much different from what the framework requires and that you may end up having to redo the entire game from scratch.... Nothing works more demotivating than that, I tell ya. 


Another downside of existing frameworks is that you are bound to what the framework designers want. I quit some frameworks myself in the past because of decisions by the developers that were in my opinion beyond stupidity. At one framework I even requested an account deletion and everything I ever posted there (this due to a combo of stupid decisions and a community I was fed up with anyway). The advantage of using your own code and your own frameworks is that you are not reliant at all. And sometimes decisions are so drastic they can cost you your project. From what I see, the discontinuation of "UnityScript", and older versions of Unity used to support "Boo", but that too was discontinued... I guess too little people used Boo, but if you were one of those few, you're screwed. 

Not that I want to scare you away from using existing frameworks, as it can also have many benefits (like taking a lot of trouble out of your hands), but it is definitely something to think about.


In the end, you da boss... Overall I think it's unwise to ask what tool to use, or to use a framework or go for low level programming. In the end, it always comes down to the kind of programmer you are.  To a lot of people their programming language is like a religion... Criticize it and be prepared for very rude and sometimes even threatening behavior. I do remember getting yelled at after I said I hate COBOL and that by doing so I'd be neglecting programming history (since COBOL is the oldest compiler still in use), however that is quite harsh if you know that I once wrote an article on Game Jolt in which I praised Major Grace Hopper, the inventor of the first compiler and also the inventor of COBOL. It just shows how passionate people are. And also a bit arrogant about their language, if you don't mind me saying it. I use C++ myself, because I value my self-reliance, but no I don't love the language... I think it's crap... I use it because of lack of alternatives at the present time which fulfill all my needs. C++ doesn't fulfill them either, but at least I can use C++ to come as close as possible... at least now... I don't see why using C++ makes me better than others... I also use C# at times, or Python, or Lua, and (if I really have to) JavaScript.... And well more languages... It's just what I think is best at the time... If there's anything at all that could make me a better coder it's not my choice of language... I think it would rather be my over 35 years of experience in this field... 😁

Oh yeah, this is gonna be cool... Since I create my own engines, which I used to do in BlitzMax, Dyrt.NET in C# and now in C++. Well I guess I can still add "C++" as a tool tag 🤣

Well done.... Not more I can say.  Not too much colors and clear, like pixel art needs to be, and yet still made with an eye for detail and it feels really "spacey"....
I like it ;)

To be honest I really don't know if that is possible at all, but the entire thought never came up to me top to try or even look it up, as it doesn't really sound logical to me. Then again, I heard people saying when I was checking their computer and I got a Blue Screen Of Death, making me say the computer crashed that it was normal and just a part of the start up procedure, so let's say, I've heard crazier things.

Goed, veel succes met de Jam. Daar ik zelf momenteel in C++ werk en eingelijk nooit Unity heb gebruikt en ik sowieso al geen tijd heb voor een jam op het moment, zal ik hem even moeten laten voor wat het is. Maar ik bied altijd graag een helpende hand en een misverstand voorkomen hoort daarbij denk ik. ;)


(For those who don't speak Dutch) Well, good luck with the jam. As I work myself in C++ at this moment and never used Unity before, and since I don't have time for a jam at all at this moment, I'll have to pass. But I always like to offer a helping hand and preventing a misunderstanding also goes with that I think. ;)

Great tool.... I've also added you to my list of free tools for game programmers, as this looks really useful.

Yeah, that's something we all suffer from. And also note the question "What is feedback?". I mean when people write me "This game is wonderful" it's just as useful to me as when they write "This game is shit", of course, I'd rather see the former than the latter, I'll admit that, but still.... Now a lot of people can't be arsed to write serious feedback, so expecting that to happen by just posting a game will just be like a lottery ticket when it comes to feedback. The chance you get USEFUL feedback that way is about as big as the chance you'll win over a million dollars in the lottery.


We do have the "Get Feedback" forum here on itch, which is entirely dedicating in asking people for feedback (https://itch.io/board/255031/get-feedback). Requesting it there does not guarantee you get feedback, but at least the people who can be arsed to write actual feedback. 

Unfortunately I am in the middle of prepping my own game project up for the official beta status (if you don't mind alpha you can download it from itch already) making that I do not have much time to actively seek out games in order to give feedback. If I had more time I would have been looking at your stuff already.  From what I can see the graphics are not your strongest point, but hey, it's not mine either, I just had the luck I was given some handy stuff I was allowed to work out so I can "show off" a little, but unfortunately it's the first thing people and judge by. And what may also be important as that you provide more information on your game pages in order to make people know a bit what to expect. Telling this in a nice juicy matter is hard, but will also do a more great deal. In the end it's the gameplay that matters most, but unfortunately with the high load on games out there already (even when you only look for free games) the presentation can do a lot to attract people. So that is without playing the first tip I can give you. If you know people who are pretty good in that department perhaps you can ask them for some ways how to do this. If there are some people talented in this field in your friends network, and most notably your IRL friend network (I mean outside the internet) it's even better.


When it comes to gameplay and technical stuff I really can't spare the time now to look (as I got too much on my own plate for now), but if you are serious enough (which it looks like you are) you can learn a lot from experience (I had to learn it without the internet. Can you imagine?)

Okay, I see you responded to my question with clarification 😉

Just to get this straight "Dutch" doesn't mean the game has to be in the Dutch language (die ik trouwens vloeiend spreek) or that you have to be Dutch yourself, right?
I'm merely asking because the name implies this is really a "Dutch only" event, which may make non-Dutch people ignore it thinking they could not participate (which was actually something I thought... Now I am Dutch myself, so for me that won't matter (although I don't use Unity, so that would disqualify me), but if I were not I might have ignored this announcement).

A few things I've learned over the years

  • Many levels or only a few levels, for some reason the last level before a final boss is always one-too-many. I don't know why that is, but it has always worked for me that way.
  • The more levels you put in the more variety is going to play a role. And I do not only mean purely in a game technical way, but also in a way a level looks
  • Important is also how far are players sent back if they die.... This can also play a role when deciding a number
  • When the game is strongly story based, it can make the number of levels significantly higher as a result, but that doesn't matter as long as the levels in combination with the story make sense. A few extra levels that are not really part of the story won't matter then as long as you don't overdo it, but what overdo means is rather a matter of feeling than cold hard numbers.
  • Of course, if you have special plans but you don't dare to put them in as you think the number of levels is too high, why not make a few levels optional and making the player seek them out? Players who don't care can then skip the optional levels and the enthusiast can try to find them and as a result play them. Of course a few extra rewards for playing these extra levels is in order. This makes both groups happy (there are always whiners, but you gotta ignore them. You can't satisfy them anyway, no matter what you try).


Of course, it goes without saying these days, but I will still say it as it is very important. Make sure the player can save their progress. Especially when you have a crapload of levels. This is what I hate about the early Mario/Sonic games.... but back then it wasn't so common... Today it is, and I deem it very important too.

Apple has the tendency to block all applications not coming from the AppStore or being developed by verified developers.
This is a measure taken to make sure they keep earning money on you to make sure you are never target of malware.

What technicat says is as far as I know still true (I left Mac a few years ago, as Apple's paranoid attitude was getting on my nerves to be honest). You can by the way if you have a two button mouse also use the right mouse button.

A few sentences in this thread are really true:

  • "Few people ever interact with something they see online"
  • "But don't compare the lack of comments with a lack of quality."

When I see how some people on YouTube complain when they got over 50k views bot only 6K likes.... Loads of people just cba to click like buttons let alone leave a comment. That doesn't denote what you created is bad though. It's just the way people are. Of course, seeing happy fans is what we all want... that's what you do if all for after all. But I'm afraid only a few get to that point.

Thanks for clearing that one up on us. Of course, in stead of downvoting wouldn't it be more prudent just to report "make this game free" beg comments? (I didn't know it was officially against the rules, but it's good to know so I can report such post in the future).

Well, I was an alpha tester for a similar tool for "the other" website like this, and I must say that Butler does outrank the tool they got there by far indeed. Especially in alpha/beta periods when a lot of updates can be expected, Butler does a great job.
I've never used steamcmd, since I never released on Steam so far, so I cannot compare that.

I'd say search the entire internet for showcase sites. Doesn't matter what they showcase, whether it be games, drawn art, music, books, anything... if they got a forum, you are bound to find threads like these... So if you need a laugh... 😜

Well, when people's comments need the f-word in nearly every sentence used I guess we got people in need to face the wrath of a moderator, as that's not the way to hold a discussion. I'll admit my own language ain't so clean, either, but remember you are on a public forum here, and I won't fall over a few f-words, but when it gets in an overload you're not making a point, but only embarrassing yourself.


As for this thread. I've been on a music site myself as a reviewer, were I met somebody who was just as much ranting about low ratings as you are now, and I tell ya what, from one of the most popular users he pretty soon became one of the least popular. Of course, I found him ranting over a negative review "If a song is not your style don't review it please" (when the song was in fact beyond terrible and the artist themselves even acknowledged that) while the review could describe in pretty much detail what was wrong about it, and that made it all even more embarrassing.


"but this is internet buddy, the place where you can't punch people for making such comments"
Well I've punched people in the face for such comments on the school yard, when I was still a boy, and got myself in detention for it and the bully in question only laughing his ass off, taking it as an encouragement to come up with even worse comments reminding me that if I'd respond I'd get myself in detention again. In other words, this does not only go this way on the internet.  People just are plain mean.


Now when it comes to just getting comments as "F--- OFF" for a comment on your game, just report it to a moderator. Most sites forbid that practice, and on most sites moderators will delete such messages and if people really turn it into a sport remove them. That is what moderators are for, but moderators are in the end only human, they cannot see everything people post on all pages of this site, since there are simply too many. But I do believe itch.io has, like any DECENT community site a report button so you can help the moderators take care of your trouble.  And moderators normally also have the power to ban people who turn this into a sport. 

Posting on the forums about such abusers is mostly not gonna help. As a matter of fact, then you give them what they want... A stage on which they see they got you frustrated... Don't give them that pleasure.

And here I was trying to forget the horror that was Windows 95. And now YOU BROUGHT THEM ALL BACK! Another 70 years of therapy required.

Seriously, it is a good representation of things may have looked like back then. And now I wonder what people would come up with when itch launched in the good old DOS days, or even better... the years before that 🤣