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RATASOFTWARE.INC

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A member registered May 07, 2025 · View creator page →

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Yeah, It would be a great idea!! 😁

Tiene muy buena pinta!

No es habitual encontrar herramientas así de sencillas, la mayoría acaban ofreciendo funcionalidades que nunca se utilizan pero que complican el manejo del programa. 

Entiendo que no es colaborativo, ¿verdad? (p.ej. para asignar tareas a otros usuarios, etc...)

Hi everyone!

I’d really appreciate some feedback on this specific scene of the game. 😁

In this moment, Chusé is listening to music on a vinyl record player inside a house abandoned many years ago. The song playing is a 

flamenco-rock track, which intentionally contrasts with the dark, quiet atmosphere of the setting.

The main question is:

  • Do you feel the song fits the overall theme and tone of the game or does it break immersion in any way?

  • Does it add emotional depth, or feel out of place in a scene like this?

Your honest opinions will help me a lot when deciding how music is used throughout the game...

Thanks in advance for taking the time to watch, listen, and share your thoughts. 

Any feedback is more than welcome!

Okkkk understood!!!!

Thanks and have a nice day.

That sounds nice! What kind of games do you find relaxing? Any examples? 😊

So... welcome back !!!

Even if the circumstances aren’t ideal, it’s clear you’re here because you genuinely care about making games and sharing them with people, and that really comes through in what you wrote.

I hope things get easier for you going forward, and I wish you the best of luck with your projects and the upcoming demos. Hopefully the platform (or the ecosystem around) it improves over time for creators like you. 🤷🤷‍♂️

Nice to meet you and have a nice day!

Not all sport games are so "realistic"...

For example, I love games where you play as a football manager: managing transfers, negotiating contracts, planning tactics, dealing with egos and long-term projects… those are situations I’ll realistically never experience in real life, and games let me step into that role.

So even if the setting is “realistic”, the experience itself is still impossible for me, and that’s the magic. It’s not about recreating something I can already do, but about living a perspective I’ll never have.

I think games can be amazing both when they’re pure fantasy and when they simulate real systems in a deep way ... they just scratch different itches.

Out of curiosity, what kind of games are your favorites? 

Thanks a lot mate!!!!

The development process is always longer than i thought at the beginning u know 😅

Thanks again for your support, it means a lot 😘

Yes, you should post them 🙂 

Even if the chance of being discovered is small, sharing your games helps you learn, get feedback, and build confidence. 

Every dev starts somewhere, and putting your work out there is always worth it!

I’d love to see game objects and UI elements:

Things like icons, menus, and inventory items are always super useful. 

Keep it up, pixel art practice like this is awesome! 😊

Hi everyone!

I’m currently thinking how to improve my itch.io developer page, and I’d really love some advice from people with more experience on the platform.

I already have my game page set up, but I feel like my main developer/profile page could do a much better job at:

  • Catching attention at first glance
  • Communicating the tone and identity of my games
  • Making visitors want to explore my projects and follow me

I’m especially interested in tips about things like:

Visual design

  • Banner/header images: size, style, do’s and don’ts
  • Background colors vs. default theme
  • How much is too much when it comes to custom CSS?

Structure & content

  • What information should be immediately visible?
  • Is it better to keep it minimal, or more personal and descriptive?
  • Do you usually highlight a “main project” or let all games share the spotlight?

Branding & personality

  • How do you convey a consistent mood or genre across your page?
  • Do short dev descriptions or “about me” sections actually help?
  • Any good examples of developer pages you think are especially well done?

I’m aiming for a page that feels welcoming, atmospheric, and professional, without being overwhelming or cluttered. If you’ve experimented with different layouts, visuals, or approaches and learned something along the way, I’d really appreciate hearing about it

Thanks a lot in advance! 😁

I definitely need to think about it... 😅 

I think your ideas are really brilliant, and seems you have a lot of experiencie, thanks a lot for sharing and commenting. 

Its ok, glad  to get different points of view, its the reason to post here 🤷‍♂️

Thanks for your comment and hope you can try the game 

Oh, it's not a question of laziness; I could simply leave saving enabled at any point on the map, but I think that would worsen the experience.

I think limiting the number of save points and adding a narrative sense to the background of the story and the character as ‘safe’ places for him can create a sense of tension and unease and make the player act more carefully.

In my game, you never die suddenly unless the player makes VERY BAD decisions, so they always know when they are at their limit and need to find its "save place" 😁

Thank you very much for your reply! 😁

There is hardly any combat in my game, only if the player plays very badly and is not careful at all.

However, they can die by accumulating horror points, wounds, depression and madness. These points will increase depending on decisions or events encountered throughout their exploration, and can be reduced with items such as alcohol, cigarettes or surgical bandages.

My intention is for the player to play cautiously and responsibly, so I don't want them to be able to save the game whenever they want or activate an auto-save.

As the map of the village is quite extensive (in addition to the interiors of the houses, which also take a long time to explore thoroughly), my idea is to leave 4 or 5 save points throughout the scenario, and use the background to add meaning and narrative coherence to these points. (a childhood soft toy, a photo of their parents, their grandmother's kitchen...)

Thanks again for commenting, I hope you get a chance to play someday!!! 😘

My game is set in the village where the protagonist spent his childhood, which is now abandoned. In the village is the old house of his parents, his uncles, old friends... this gives me the possibility to activate certain places known and loved by the character (a stuffed animal from his childhood, a photo of his deceased parents...), and let the player feel ‘safe’ and save their game. This way, it would give it a narrative meaning...

It is also a game based on exploration and puzzle solving, but it has touches of horror and mystery, and the player can die (although this is not common if they are careful...).

There will be many hours of gameplay in a fairly extensive setting (10-15 minutes of real time to explore the main map), so I will have to leave a few places to save if I don't want the players to get angry...

Thank you very much for your comment!!!

Hi everyone!

I’m currently working on a project that’s fairly long to play (around 6 / 8  hours). 

The game world itself is not big, it’s a single abandoned village and part of its surroundings, and it takes less than 10 - 15 minutes of real time to walk from one end to the other. 

I’m pretty sure I don’t want to allow saving at any time from the main menu. Instead, I want to require the player to go to a specific in-game location to save, and my question is: would you prefer having a single save point, or multiple save locations spread across the map? 

(Or do you think allowing the player to save anywhere at any time is the better option overall?)

I’d really appreciate your thoughts and experiences., thanks in advance!!!! 😁😁

Welcome and nice to meet you! 😁

Your idea sounds like an exciting project, mixing horror with influences from Halo, Warframe, and The Division could be  a really interesting  and rare combo. 

It’s also great that you’re sharing your progress as you learn and build the core systems step by step.

Best of luck with the development, and looking forward to seeing how your game evolves!!!! (and sorry for my English 😅)

Hey!

I think it’s a really fun and original idea. A Tamagotchi-style game where your choices shape what kind of troublemaker your pet becomes sounds great! 😂😂

And yeah, I’d definitely play a game where the goal is to turn my virtual pet into a skinhead 😄 

The risk/reward aspect and the gritty tone make it stand out a lot.

Looking forward to seeing how the project evolves, good luck with it!

Hi! 

Thank you so much for taking the time to look at it and write such detailed feedback, I really appreciate it. 

It’s genuinely very helpful, and I’m happy to hear you think the game already looks well overall. 

Thanks again and have a nice day!!!

oh sorry i prefer genuine interaction, i will like your game if i honestly like it 😉

Any another way is useless in the end… good luck anyway mate, i will check out your project this weekend!!! 😘😘😘

Hello!!

My game is still in development, but for sure I will need several playtesters before the release...

The game is a narrative-driven adventure focused on exploration, with strong elements of horror and mystery. I should also mention that it’s fairly long and includes some challenging puzzles, so it does require time and patience. 😅

You can take a look at it here:
https://ratasoftwareinc.itch.io/nightmare-in-san-vicente

Let me know if you think it could be something you’d be interested in testing, and we can stay in touch. 😉

Best wishes, and have a great weekend!


It looks great and seems really intriguing... Congratulations, I'll definitely check it out!!!! 😉

Hi everyone! 

I’d love to get some feedback on a specific area of my game: the Old Mine of San Vicente.

The game is still in development, but I’d really appreciate your thoughts on a few things in particular:

  • Lighting effects: do they feel atmospheric, or are they a bit too much?

  • Bat and spider animations: how do they look in motion? Do they feel natural or distracting?

  • UI for the mine cart controls (using the arrow keys): does it integrate well with the scene, or does it feel intrusive/out of place?

  • Music: does it fit the mood of the mine?

  • Art coherence: does everything feel visually consistent, or are there elements that clash?

Any kind of feedback (big or small) is very welcome. Thanks a lot for your time and for checking out the game, it really helps!😁

The game sits somewhere in between those two extremes...

 The player has freedom to explore and interact with the environment, but progression is still driven by discrete narrative events and choices rather than fully systemic gameplay.

Because of that, I’m leaning toward balancing around player agency:

  • If an action is clearly optional or risky, the negative impact can be higher.
  • If an event is required to progress, its effects should be softer or at least partially offset elsewhere.

I’m thinking of adjusting the balance per context, depending on how much control and information the player has at that moment...

Hi everyone!

I’m currently working on a narrative-driven game where the player can lose in four different ways:

  • Depression
  • Fear
  • Injuries
  • Madness

Each of these stats can be accumulated up to 5 points. If any of them reaches 5, the player loses the game.

My question is about balancing:

How would you balance the events that increase these values versus the events or objects that reduce them?

For example, when it comes to madness: how many events or items that reduce madness would you include compared to those that increase it, so the game doesn’t feel too easy or too punishing?

Would a 50/50 ratio make sense? Or would you lean towards something like 60/40, scarcity-based healing, contextual recovery, etc?

I’d love to hear how you would approach this from a design perspective.

Thanks in advance for your insights!😘

Welcome!!! 😁

Thank you very much for taking the time to write such a detailed comment.

I really appreciate the honest and thoughtful feedback.

You’re absolutely right about the visual focus. I’m actually in the process of tweaking the image right now to make the valve feel more realistic and better integrated with the overall aesthetic of the game, and I’ll also try to improve the visual hinting so it doesn’t compete so much with the light on the left.

I chose a circular valve mainly because I really like the rotation effect in RPG Maker (it’s surprisingly tricky to get right) and the sound feedback when it turns, but I agree it needs to feel more coherent and grounded within the scene.

Your explanation about real valves is also very interesting, especially the note about cavitation. I wasn’t aware of that phenomenon, and I’ll definitely look it up and reconsider the sound design to make it subtler and more believable.

Thanks again for the great feedback, it’s genuinely helpful!!!

It sounds really great!. 

At the moment, I have a project still in development, but I hope to have something more tangible later this year.

Once I reach that stage, I’ll definitely be looking for some serious playtesters, so your timing and skills could be a great fit. In the meantime, you’re welcome to check out the project and follow it if it looks interesting to you. I’ll post updates as soon as there’s something ready to test.

https://ratasoftwareinc.itch.io/nightmare-in-san-vicente

Thanks again for reaching out!

Thanks a lot for share your oponion, i will try your idea!! 😉

Hi everyone!

I’d love to get some feedback from the community on a small environmental detail I’ve been working on for my game.

I recently created a stopcock / water valve located in the old water tank of San Vicente, which is part of the main map of my project. It’s a very simple interactive element, but it plays a role in the atmosphere and exploration flow, so I wanted to make sure it feels right.

What I’m mostly interested in knowing is:

  • Does it look smooth and natural within the map?
  • Does it visually fit the environment and art style?
  • Does it break immersion in any way, or does it feel believable?
  • Does the scale, placement, or interaction feel off to you?

Sometimes when you’re deep into development, it’s hard to tell if something works well or if you’re just used to seeing it. That’s why outside eyes are super valuable to me.

Any kind of feedback is welcome: visual, technical, or even just gut feeling.
Thanks a lot in advance, and feel free to be honest 🙂

Hi everyone!

I’m curious about how we players feel about narrative in games, especially in smaller indie titles.

As a developer (and also as a player), I often wonder where the balance really lies. On one hand, narrative can be a powerful tool: it gives context to the world, depth to the characters, and emotional weight to the player’s actions. A well-written story can turn a simple mechanic into something memorable, or make a quiet, minimal game resonate long after it ends.

On the other hand, I know that not everyone enjoys reading large amounts of text in games. Some players feel that too much dialogue or exposition slows the pace, breaks immersion, or starts to feel like they’re reading a book instead of playing a game. Especially today, with so many short-form experiences and gameplay-driven projects on itch.io, I imagine preferences vary a lot.

So I’d love to hear your thoughts:

  • How important is narrative to you when playing a game?
  • Do you enjoy reading dialogue, notes, journals, or lore if it’s well written?
  • At what point does “story” become too much for you?
  • Do you prefer environmental storytelling and subtle hints over explicit text?
  • Are there games where the narrative really elevated the experience for you?

I’m not thinking about big AAA games here, but rather indie, experimental, or narrative-focused projects,the kind that are common on itch.io. Any perspective is welcome, whether you’re a player, a developer, or both.

Looking forward to reading your opinions! 😁

I download most of the music and effects for my games in pixabay!

100 % recommended.

It’s absolutely a hobby for me 🙂

I’ve had a full-time job for many years, which is what pays the bills and keeps everything stable. Game development is something I work on in my free time because I genuinely enjoy it.

In a way, having another source of income is actually a positive thing. It gives me the freedom to design the game I want to make, without pressure to chase trends, monetize aggressively, or force it into something more “commercial”.

That freedom is very important to me. I can focus on the atmosphere, the rhythm and ideas that may be too personal, simply because I find them interesting.

Hi everyone!

I’ve adapted my old numeric padlock system to use letters (A–Z) instead, and I made a short video to show it in action.
It’s still a work in progress, but I’d love to hear your thoughts or any feedback on the implementation.

Any tips, suggestions, or ideas are more than welcome!

Thanks everyone and have a nice day!

Still in development... no demo available yet

Thanks a lot for reaching out and for supporting indie developers, for sure we all appreciate it.

My game is still in development and I don’t have a clear timeline yet for a playable build, but feel free to take a look at the project in the meantime in case it catches your interest.

https://ratasoftwareinc.itch.io/nightmare-in-san-vicente

Best of luck with your new series, and I wish you all the success with the project! 


Thank you so much for your interest! 😊
There’s still a long road ahead before the game is in a truly playable state, but I’ll try to keep the devlogs updated regularly...
I’d absolutely love for you to stream a gameplay once it’s ready!

Congrats on the merge! Having everything under one unified page is a great move, it definitely makes it easier to follow your projects and stay up to date with what you’re working on.

Wishing you the best for this next chapter, have a great 2026!