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Ratsnake Games

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A member registered Oct 25, 2023 · View creator page →

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You were never "engaging normally", your first contribution to this discussion was an off-topic, AI-generated rant.

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No, spamming my thread with off-topic stuff despite me repeatedly asking you to leave is harassment. Actively interacting with someone who does not wish to interact with you is harassment.

You are entitled to having a different opinion, but you are not entitled to shoving it into my face over and over and over again.

It turns out that, despite me having the guy who is currently spamming his off-topic pro-AI junk all over this thread blocked, I *still* keep getting notifications for their posts!

Jesus Christ, itch.io. This isn't even funny. Your anti-harassment tools suck.

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> applause your comment is the perfect summary of all thats worng with people toaday, be proud you spread the sickneess lol

I am not at all surprised that the vocal AI defender is also ableist against people who have difficulties with spelling.

Now please leave this thread so we can get back on topic. This is not about whether AI is good or bad. Even if AI was objectively, demonstrably, amazing and morally superior to humans, I would still be perfectly entitled to choose to not interact with creators who use it as a matter of personal preference. AI bros are not entitled to my attention.

To be 100% clear: any further harassment on your part is not going to improve my opinion on AI. If anything, it will make it even worse.

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AI stuff sucks. I will keep calling it "slop" as long as it is slop, and I will call out AI slop spammers as long as they keep spamming low-effort, ugly, uninspired, worthless slop.

I do not want to buy low-effort, ugly, uninspired, worthless slop farted out by an uncaring algorithm and I do not want to put that worthless slop into my game. If you think that is "gatekeeping", I am fine with that. You are wrong about what that word means, but you are entitled to being wrong.

I also didn't read your entire comment because it is, in itself, clearly AI slop designed to waste my time. (Compare this with the other posts of the same author in the thread, none of which have even remotely the same style.)

There's so. many. retrospectives from professional indie game devs whose games fell flat because they messed up the marketing. Nearly every pro will tell you that marketing is essential.

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"Just because you don't get the view you want, it doesn't mean that you aren't getting visibility."

And what if someone doesn't even get the *impressions* they want?

Honestly, the entire idea that, if your game is getting low view counts, it must be because your game is bad is *extremely* offensive.

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At this point in time, I'm not doing a lot of promotion because my game is still a WIP.

I have done some promotion on a Discord server for a similar game (with permission from the dev and server staff) before which gave me a bit of an audience to get some feedback from, and I do post occasional updates about the game on my Discord and Mastodon, but that's about it.

My game is aimed at a fairly specific audience, which is a blessing in some ways because there's a lot less competition, but it also means I'll never have the mass appeal to make it to the front page. But that's not what I want anyway - I am fairly content just expressing myself to the audience I have.

So, honestly, I don't have any good advice here, except: you should understand that there are a lot of games, and a lot of them get overlooked purely by necessity. Even if you do everything right, you still can bellyflop completely. So don't tie your self-worth to your analytics, don't quit your day job and go all-in on making a career as an indie dev, and make your game *for yourself*, first and foremost.

Probably not the answer you want. Sorry.


Also, a game absolutely *can* promote itself by word of mouth, once it has gotten enough momentum. Most games do *not* get that momentum, because a lot of games are competing for attention at any given time. Of course, you *should* make a good game - but that is no guarantee for success.

If people do not find out about your game to begin with, they will not leave good reviews and recommend the game to people, no matter if it is good or not.

I'm so tired of going to the "Game Assets" page and seeing the same couple of AI slop spammers again and again and again.

Why is there no clear mechanism for ignoring or blocking those people so I never have to see their stuff again? That should be basic UI/UX for every platform with user-created content.

It still exists: https://yuripourre.itch.io/character-creator-sutemo

It's not made by or affiliated with sutemo, though, as far as I can tell.

I really like the idea of expanding sutemo's excellent packs with additional clothes! Would you be open for commissions, or suggestions for future packs?

Looking forward to it!

I'm pretty sure that itch is still delisting all NSFW games that accept on-site payments.

The PSD file contains all expressions and outfits on different layers. Most layers are switched off by default so you need to open the PSD, disable the default clothes, hairstyle and expression layers and then enable the layers you actually want. Then you can export the image.

There's also some magic for changing the eye colors but I have not gotten that to work, and the instructions in the readme file only work for Photoshop.

I like the game's aesthetic, but the mid grey on light grey in the speech textbox is very hard to read, even for someone with relatively good eyes.

It's unlisted, think of it as a closed beta.

PNG doesn't support layers so you'd have to have tons of individual PNGs, and the eye color customization doesn't work. You can easily open the PSD in Krita (free software) and export the layers you need as individual PNGs, or create a single PNG containing the combination of features you want.

Collared Maid community · Created a new topic Discord

Please consider joining the Discord.
https://discord.gg/ZGhtUA5grC

Note that just like the game, the Discord is 18+.

Click "Buy now", then "I already paid for this".

I think the tags would benefit from a multicolor variant, with each letter having a different color, or possibly even a gradient. The single-color versions look a bit drab, in my humble opinion.

Stealing someone else's work without permission is unacceptable and illegal with or without credit.

A game jam submission is supposed to be a game *you* made for the jam, during the jam period. Not something someone else made seven years ago, which you took without credit  or, as far as I can see, permission.

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I wanted to use a CRT shader to enhance the "retro" feel of my game. I found a free CRT shader for Godot, integrated it, dialed it down a bit so it didn't interfere with visual clarity too much... sadly, it didn't work properly in the web version.

Then, I considered adding the shader to the Windows version but remove it from the web version, but ultimately I decided to keep things simple and cut it entirely. Seems to have been the right choice - almost everybody played the web version only, I have exactly five downloads for the Windows version.

My lesson here is that web is king on itch.io and in future game jams, I'll most likely focus on that platform exclusively. It also shows that time constraints aren't the only constraints.

Thanks, the Frogger reference was definitely on purpose, although I feel I could have done more with moving hazards than I did.

I had never heard of Vlak (I was 2 years old when it came out) but I gave it a quick try, it looks interesting.

Make sure that your game starts and correctly scales to the viewport.

Make sure that the game you uploaded to itch.io actually *starts*.

Make sure the potential player doesn't need to download Java, Python, or whatever in order to run your game.

Make sure that the controls are documented, at the very least in the description, but ideally in game.


If you fail at one of these points, people are unlikely to play your game, let alone rate it.

Making mistakes is human, but if you made any of these, learn from them for the next time you do a game jam.

Your game is broken. The ZIP file does not contain the .pck file generated by Godot.

The graphics are mostly from Urizen's 1-bit tileset and I couldn't have made something like this without third-party asset packs.

Your Github repo is not public, as required by the jam's rules.

I really liked your idea, too!

There seem to be some issues  with moving diagonally.

I enjoyed the game but I have one point of criticism if you revisit it in the future: you might want to move the camera a bit more to the right to give the player a better view of what's ahead.

Stealing somebody else's work from seven years ago and trying to pass it off as a game jam submission is unacceptable and disrespectful to both the original author and to everybody who actually put time and effort into this game jam.

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The game is way too hard.

For one thing, you're immediately dropping the player into a level with a note density that is pretty much what you'd see in the harder difficulty levels of most other rhythm games.

You also start throwing those very fast notes at the player before they've had any chance to listen to the music for a few seconds and get a feel for the rhythm.

The lack of audio or visual feedback for hits and misses makes it even harder to establish yourself on the rhythm.

Bottom line: most players are going to lose your game within the first two seconds, and that means you're going to lose most players within the first two seconds. If you want to go for this level of difficulty, you *really* need to ease the player into it.

How does this relate to the game jam's theme, "Scale"?

Fellow Java dev here. Most people aren't going to figure out on their own how to install a JRE and run your jarfile. You should at least include a download link in your readme, but it would be ideal to include a full JRE in your download package.

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I'm also completely stumped how to play the game. I somehow got past the first level by moving the mouse wheel while randomly trying all kinds of buttons to see if they do anything. Then I got stuck on the second level (the one with the weights) where I get that the idea is to move the weights onto the scale, but I have no idea how to *do* that. Drag and drop doesn't seem to work, neither does clicking the weight (which makes it move by one or two pixels) and then clicking the place where I want to move it.

You should at least amend your project page to include the controls, otherwise I think you're not going to get much worthwhile feedback on the rest of the game.


And it seems even the app store link is broken...