Thank you for the clarification, ElectricRamHost. You are absolutely right, and I see your point regarding the precedent it would set. The core idea of a 7-day window needs to be respected for the jam to stay fair for everyone. It was never my intention to undermine that, and I completely accept the decision. Thanks for hosting the event, and good luck to everyone still in the running!
ROEGA™
Creator of
Recent community posts
You know, you only become the main character if the audience gives you attention.
Just look at our discussion—you’re the one adding fuel to the fire here; if you hadn't replied to my post at all, it would have just faded into obscurity anyway.
Reporting the game is totally fine, too, but it fits perfectly with the way you present yourself here. You feel compelled to report a game because you see yourself as a know-it-all cop, and you have to jump into every pointless argument because you apparently think you're always right.
I’m not even trying to claim I’m right in this whole discussion; I never even said the ruling was wrong. The only thing you keep saying in response is that "those are the rules"—well, Sherlock, that’s true, and I’d already realized that!
I just hope you aren't like this in real life, because accusing someone of using AI without any grounds—simply because you don't like the other side—isn't exactly classy behavior.
Judging by your use of commas, we at least know you aren't using AI—though you probably should be, considering how diligently you already use it for game covers.
It’s funny how you just don't grasp that this whole discussion is completely unnecessary! At no point did I call the disqualification decision wrong—or whatever else—but you’re making a mountain out of a molehill.
Play a round of RED KITE and everything will be fine!
It’s funny how you claim the conversation is over for you, yet you keep right on going.
Look, the IndieDB page shows it quite clearly; a Google search for the game brings up various sites explicitly listing June 20th—even Google’s AI overview gives June 20th as the release date.
If you want to get a kick out of having caused a game to be disqualified, then CONGRATULATIONS.
At no point did I question the disqualification or doubt its validity.
The only thing that makes me happy is knowing that my game was either so good that you felt compelled to get rid of it, or it wasn't actually that good—but you’re just such a boring person that you feel the need to report things like that.
Of course I can prove it; you can clearly see the release date here on the IndieDB page.
https://www.indiedb.com/games/red-kite

Hi everyone, my game RED KITE was disqualified. Since I’m not one for whining about how unfair things are, I’ll keep this brief and state the facts: on paper, the disqualification is completely justified—it was an "old" project, so the decision makes sense.
However, I do find it questionable to disqualify a game that was finished two days before the jam started—especially one I had long intended to enter into a platformer jam this spring. I doubt RED KITE stood even the slightest chance of winning, so no one could claim it had an unfair advantage; I’ve seen plenty of games here that were technically superior.
Disqualifying a game for being finished 48 hours too early is the moderators' prerogative and is correct according to the rules, but I still hope at least a few people had fun with it! If you haven't played it yet, feel free to give it a try—I’d really appreciate it. After all, it’s apparently "forbiddenly" good ;)
To run a .gw file, you need the GameWare runtime — which is a lightweight environment designed to load and execute the packaged HTML5 game.
So yes, in practice it works similarly to a browser-based runtime, but with a more controlled and consistent environment focused specifically on running the game as packaged.
Compatibility and distribution are exactly the areas I’m exploring. The idea is not to replace existing HTML5 workflows, but to provide an additional, more structured option for packaging and running games, especially for offline use or a more “console-like” launch experience.
You’re also right that browser differences and long-term compatibility are real challenges — that’s definitely something to consider when building this kind of system.
Thanks for your detailed thoughts and feedback, I really appreciate it.
No, I can’t start the conversion from a Linux executable.
.gw files are based entirely on HTML5 technologies (like JavaScript), so they only work with web-based game builds. Native Linux executables use compiled machine code, which isn’t compatible with that format.
If you have an HTML5 version of your game, though, I can convert that without any problem.
I think there’s been a bit of a misunderstanding about what GameWare is trying to be, so let me clarify that first.
GameWare is not meant to be a competitor to platforms like itch.io or Steam, and it’s not trying to replace browser-based play. It’s simply an additional distribution format — nothing more, nothing less. If it doesn’t appeal to someone, that’s completely fine.
For me personally, it makes sense to offer my games in multiple formats: browser, desktop, and GameWare. It’s just another option for players, depending on how they prefer to experience a game.
One use case that matters to me is physical distribution. For example, I can put .gw files on CDs and give them to people, and they get a more structured, “console-like” experience when launching the game, instead of just opening loose files. That’s not meant to replicate an actual console ecosystem, but to capture a bit of that feeling in a simple way.
Regarding your points about existing solutions: I agree that developers can already distribute HTML files, zip archives, or native builds. GameWare doesn’t replace those — it’s just an alternative packaging approach with a slightly different focus on presentation and usability for a specific niche.
You’re also right that a real platform experience requires an actual platform, not just a file format. That’s something I’m aware of, and it’s a separate step from the current idea.
In the end, this project is aimed at a small niche of developers and players who like this kind of structured, portable experience. It’s not trying to solve every problem or appeal to everyone.
And that’s okay.
Thanks for your detailed feedback — I appreciate you taking the time to share your perspective.
Before addressing the core points, I’d like to clarify two things:
My X/Twitter account is not blocked. A secondary account connected to it was restricted over a year ago due to overly aggressive promotion at the time. Since then, I’ve adjusted my approach. I think it’s important to keep this distinction accurate.
Regarding the use of a Gmail address: I don’t believe the choice of email provider reflects the legitimacy of a project. Many developers — including professionals — use Gmail for communication. The focus should remain on the project itself.
Now, to your main points:
You mentioned that HTML5 games lose their main advantage through GameWare. I see it differently. GameWare is not meant to replace browser play, but to offer an additional option — similar to how developers already package HTML5 games into desktop builds. It’s about providing a more structured and “platform-like” experience for users who prefer that.
On the topic of accessibility: while it’s true that determined users can extract web game code, it is not as trivial as simply “downloading and running” a game locally. GameWare adds an extra layer of packaging that makes this less straightforward, even if it’s not absolute protection.
Regarding the community argument: I agree that shared distribution alone doesn’t automatically multiply audiences. However, the idea is to build a focused niche platform where visibility is pooled rather than fragmented — something that currently doesn’t really exist for HTML5 games in a structured way.
As for the “console experience”: I understand your point. GameWare is not trying to replicate a closed console ecosystem, but rather to move in that direction — offering a more unified and curated experience compared to raw browser distribution.
Finally, on code protection: I agree that it won’t stop highly motivated developers. The goal is not absolute security, but to reduce casual copying and give developers a bit more confidence when distributing downloadable versions.
GameWare is still an experiment, and I’m fully aware it won’t appeal to everyone. It’s aimed at a specific niche, and I’m open to refining the concept based on feedback like yours.
That said, I think it’s important to keep the discussion focused on the idea itself rather than assumptions about the person behind it.
That’s awesome to hear — I really appreciate your willingness to give GameWare a try!
You can send your game files directly to roega.games@gmail.com. Just include the game file, the name of your game, and (optionally) the version and your developer name.
I’ll handle the conversion and send everything back to you as a ready-to-use .gw file.
If you're okay with it, I'd also like to do a little marketing for your game.
Looking forward to seeing your game!
Thanks a lot for your thoughts—I really appreciate the feedback. Let me address your concerns:
GameWare is aimed at a niche that can actually be quite valuable for developers.
There are no costs for you as a developer. You simply send us your HTML5 game, and we convert it into a .gw file for free, which you can then distribute yourself. This might sound simple, but it goes deeper: many players rely on web-based games due to hardware limitations, yet this space lacks structure and identity. Unlike consoles (like PlayStation), HTML5 games don’t have a unified “brand” that gives players trust and a sense of quality. If multiple developers publish their games through GameWare, it creates exactly that—a shared platform that feels more professional and appealing.
Another key point is community and marketing power. If 20 small indie developers each have 20 followers, that’s suddenly 400 people instead of isolated audiences. Through shared channels, a website, and joint visibility, GameWare can help build a real community and expand reach for everyone involved.
Finally, security: HTML5 games can always be copied or accessed easily. With .gw files, that becomes much harder. At the same time, you keep all the advantages—your game still runs in the browser, on any device, without complicated builds, but now with a more secure and “console-like” distribution.
I also checked out your games, and I’d genuinely love to see them on GameWare. It’s no cost and no real effort for you, but it could help you gain more visibility—and potentially even revenue.
At the end of the day, this idea depends on developers who are willing to give it a chance. The more people join, the stronger the platform becomes.
In the indie scene, it’s all about players—and even if this is a niche, players who want a true, accessible gaming experience in the browser deserve one.
Now, I can’t fully relate to the experiences you’ve had with web development. My games usually run well in the browser, and from my perspective, development there is actually one of the simplest approaches.
However, my games are mostly pixel art and focus more on content than performance, so it’s possible we have different perspectives on this.
The point is: people who are willing to pay for games would probably never consider paying for a downloadable HTML5 game. But if there is a dedicated file format and a virtual console behind it, it creates a sense of security for potential customers.
GameWare is not meant to remove the “advantages” of web games. Instead, it aims to give developers a secure way to distribute HTML5 games for download and potentially earn money from them—within a safe and trusted environment for users.
GameWare is an attempt to take HTML5 games to the next level. The idea is to give HTML5 games the feel of a console experience while also protecting the code from being copied. That’s exactly what GameWare aims to provide.
But how does it work?
A simple HTML5 file is converted into a .gw file. This file cannot be executed by standard programs—only through the GameWare Player, which functions like a console.
This allows developers to distribute their HTML5 games (for example on itch.io) more securely, without having to worry about their code being easily stolen. At the same time, there’s a big advantage: since the game is still technically an HTML5 application, it can run on virtually any hardware. This means developers no longer need to convert their games into complicated .exe files or separate versions for macOS.
GameWare also offers benefits for players. They can simply launch GameWare in their browser, upload their downloaded .gw files, and start playing immediately.
How does it work for developers?
Anyone can contact ROEGA and request the conversion of their HTML5 game into a .gw file. To do so, they only need to send the file and provide the following information: Game name, Software version , Author

That’s it! We will convert the game and send it back as a .gw file, ready for release.
We do not charge any money or take any revenue share. However, we provide a small GameWare logo with each converted file, which can be placed on the cover image to clearly mark it as a GameWare title. We would also appreciate the opportunity to promote each game, although this can be discussed individually.
The release of GameWare is planned for June 20th, with more information coming soon.
If you’re interested in publishing a game on GameWare, feel free to reach out!
- Collin Rossa
@CollinRossa_
Hello everyone!
I’d like to share my new game KNIGHTLINE: Sun Bow & Moon Bow with you. It’s a small action-adventure set in a dark medieval world, focused on atmosphere, combat, and exploration.
Game Summary:
Long ago, demons tried to cover the world in eternal darkness. A higher being chose gifted knights and gave them powerful bows. These knights formed the KNIGHTLINES and managed to seal the darkness away—at the cost of their own existence.
Now, hundreds of years later, the seal is breaking… and new KNIGHTLINES must rise to stop the darkness—at least for now.
Features:
Fast paced action gameplay
Dark fantasy story
Pixel art with enhanced effects and animations
Two different editions to explore
Play it here:
https://roega.itch.io/knightline
I’d really appreciate any feedback or thoughts. Thanks for taking the time to check it out!
Thank you for your feedback. The basic idea is that it's a blind jump, but because enemies also spawn there, it's possible that the player's landing point coincides with the enemy's current location.
We are not aware of any game crashes when entering the door, so we will investigate and improve it if necessary.
Thank you for your feedback; we are doing everything we can to improve the game.
Hi everyone! I just finished a small Platformer Asset Pack for 2D games. All assets are 32×32 pixels, pixel-art style, and include:
-
Ground tiles (grass, stone, tech, beach) with matching underground
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Pipes and tree trunks
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Decorations: clouds, sun, moon, water, stones, background hills
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Hazards: spikes in all directions
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Animated water and lava tiles
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Bonus alien enemy sprite
The pack is designed to be easy to use for prototyping, learning, or small indie projects.
Check it out here: https://roega.itch.io/platformer-assets
Hi everyone!
I’ve been working on a small, heartfelt pixel art platformer called SUPER Euli Beuli, and I wanted to share it with you all. You play as Euli Beuli, a tiny owl on a big adventure, exploring tricky jumps, hidden paths, and unexpected secrets in a retro-inspired world.
It’s a compact platforming journey, carefully designed to surprise and delight with a mix of fun challenges and charming pixel art. The game is releasing on October 3, 2025, and it’ll be available as a download on itch.io.
You can check out the game page here: SUPER Euli Beuli on itch.io
And here’s a quick look at the first level in action:
If this little adventure looks like your kind of thing, you can add it to your collection or follow the page so you don’t miss the release!
I’d love to hear what you think about it, and any feedback or thoughts are very welcome. Thank you for checking it out!
On June 7th, we announced our newest game, "ClashCore," under the motto #WhenWorldsCollide, which was completed and released a few days ago.
We took the motto "#WhenWorldsCollide" very seriously. As the name suggests, "ClashCore" isn't just a fighting game, but much more a game where all of our previous games collide. There are four different fighters from our games and six beautifully designed battle maps!
The game is our most complex yet and took us almost 100 days of work from announcement to release. That may not seem like much compared to major games from EA, Nintendo, or Sony, but for us as a very small indie studio, it was a real challenge.
We were often set back from our plans by bugs; we put so much love into the game that we forgot that time was passing. We've spent hours poring over details and are now even more excited to finally offer you "ClashCore"!
After all our hard work, we would be delighted if you would check it out and download it. We welcome any criticism and want to learn from it to make the next games even better!
Get 30% off ClashCore using this link
https://itch.io/s/159965/whenworldscollide
About the game:
https://roega.itch.io/clashcore
To our Itch.io page:

Hello amazing comic artist community,
My name is Collin Rossa, and I'm a leader of the ROEGA™ project. We create small indie games, but also everyday tools like MyLine Calendar and Notes, which stand out with their data privacy, security, and cool features.
However, I'm writing this post about something else entirely: our game ALIEN WAR and its sequel, ALIEN WAR - Invasion Reserved.
What is ALIEN WAR? Dive into the Conflict!
For anyone not yet familiar with our universe: ALIEN WAR is our thrilling sci-fi saga that tells the epic story of humanity's fight against an extraterrestrial threat.
- In the first game, ALIEN WAR, humanity heroically defended Earth from an initial invasion.
- In the sequel, ALIEN WAR - Invasion Reserved, the era of defense is over. Humanity launches its full counter-offensive, taking the battle directly to the alien homeworld. It's a mission of vengeance, aiming to eliminate the threat once and for all. Our game is known for its intense pixel-art action, enhanced graphics and animations, and a captivating soundtrack. You can even play a version of ALIEN WAR - Invasion Reserved for free directly in your browser on Itch.io!
https://roega.itch.io/alien-war
https://roega.itch.io/alien-warinvasionreserved
We are absolutely convinced that these stories would translate incredibly well into comic form. That's why we're looking for a talented comic artist or a small team to continue this epic saga with us. We want to offer you the canvas to bring your creativity into our world.

Your Mission (Should You Choose to Accept It): Create the Crew & the Story!
We truly love it when creators bring their unique touch to a project! To ensure the comic fits perfectly into our existing universe, we have a few wishes that will frame your amazing work:
- Canon Compatibility: Your story should be an expansion of our ALIEN WAR timeline. It takes place after the events of "ALIEN WAR - Invasion Reserved," as humanity advances into the alien homeworld.
- A Brand New Crew: This is where your talent truly shines! The comic should tell the story of the crew of a spaceship that has not yet been featured in our games. These characters are new to the canon, and you get to bring them to life! We have some loose ideas to help you get started:
- The Captain: An experienced, stern older man who leads the ship.
- The Pilot: A confident, strong woman who often takes command in critical moments.
- The Co-Pilot: An incredibly kind, slightly shy man in his mid-40s – he's the only one who truly understands the pilot.
- 4-6 Cadets: Young, not older than 23, they are commanded by the Captain and Pilot. They usually perform their duties conscientiously, though often sloppily, which frequently gets the crew into tricky situations.
- The Enemies: The familiar, giant flying aliens from ALIEN WAR remain the primary adversaries in battles. They are used as organic spacecraft by smaller, dominant "Lord Aliens" (the Zelkaners).
- The Alien Queen: A fascinating ruler who genuinely seeks peace throughout the galaxy. However, she perceives humanity as an obstacle to this peace. To achieve her goal, she compels her otherwise peaceful people, the Zelkaners, to annihilate humanity. You are encouraged to explore her motivations and tragic conflict.
Our Philosophy of Collaboration: We're a Team!
At ROEGA, we value creative exchange and trust above all else. We want to give you as much freedom as possible to develop your unique vision. Therefore, it's important to us that you can truly immerse yourself in the world of ALIEN WAR. We strongly encourage all interested artists to check out and play our ALIEN WAR games on Itch.io to get a feel for the atmosphere, style, and characters, and to develop the best ideas for seamless continuity.
Our Offer to You: A Shared Journey!
This comic is intended as a gift to the community. We want it to be freely accessible to all readers and to be published on your own Itch.io page. We are not asking for any money from you for this collaboration, as the comic will be free. In return, we simply request a clear mention of ROEGA in the copyright notice, and our ROEGA logo should be prominently featured on the comic's cover. The connection to the ALIEN WAR games should be clearly recognizable, so readers know where this incredible world originated.
Do you have the passion and talent to expand the ALIEN WAR universe?
If you feel inspired and would like to bring your unique touch to an exciting sci-fi saga, then we eagerly await hearing from you!
Here's how to apply:
Please comment below this post with a brief concept (approx. 1-2 pages) of your comic idea for ALIEN WAR and links to your previous work samples (comics, illustrations, or character designs). We will carefully review every submission and reach out to you directly here on Itch.io if we feel your vision aligns with ROEGA!
We can't wait to discover your visions and work together to make the ALIEN WAR universe even bigger!
With creative regards,
Collin Rossa and the ROEGA™ Team
ROEGA™
<a href="https://roega.itch.io/" target="_blank" rel="noopener" externallink="" _nghost-ng-c1634238892="" jslog="197247;track:generic_click,impression;BardVeMetadataKey:[[" r_35e26945f49962f9","c_a5940dc6e3e5b2a4",null,"rc_973e8cef3a5db7f0",null,null,"en",null,1,null,null,1,0]]"="" class="ng-star-inserted">https://roega.itch.io</a>]

Offizielle Mitteilung von ROEGA: Einstellung des Supports für ALIEN WAR und Zukunftspläne
Liebe Spielerinnen und Spieler,
nach eingehender Analyse der Zahlen und dem bisherigen Spieler-Feedback haben wir die schwere Entscheidung getroffen, den zukünftigen Support für ALIEN WAR einzustellen. Diese Entscheidung fiel uns nicht leicht, aber die Realität zeigt, dass das Spiel nicht die Reichweite und das Interesse erzielen konnte, die für eine langfristige Weiterentwicklung nötig wären.
Warum dieser Schritt?
Seit der Veröffentlichung am 4. Februar 2025 haben wir beobachtet, dass die Spielerzahlen nach einem kurzen Hoch rapide abgefallen sind. Trotz unserer Bemühungen, das Spiel über soziale Medien zu bewerben, blieb die Resonanz weit hinter unseren Erwartungen zurück. Ohne eine stabile Spielerbasis macht es wirtschaftlich und kreativ keinen Sinn, weiter Ressourcen in ALIEN WAR zu investieren.
Was bedeutet das für Spieler?
- ALIEN WAR bleibt weiterhin auf itch.io verfügbar, sodass neue Spieler es noch entdecken können.
- Es wird jedoch keine weiteren Updates oder neuen Inhalte geben.
- Falls es kritische Fehler gibt, prüfen wir die Möglichkeit eines letzten Patches.
Der Blick nach vorne: Unser nächstes Projekt
Wir bei ROEGA glauben fest daran, dass Misserfolge auch Chancen sind. Deshalb richten wir unseren Fokus nun vollständig auf unser nächstes Spiel: Ein Top-Down-Actionspiel mit innovativem Gameplay und spannender Atmosphäre. Wir nehmen die Lehren aus ALIEN WAR mit und arbeiten daran, ein noch besseres Spielerlebnis zu bieten.
Unser Fazit
Der Schritt, ein Projekt hinter sich zu lassen, ist nie einfach, aber notwendig, um als Indie-Studio weiterzuwachsen. Wir danken allen, die ALIEN WAR gespielt und unterstützt haben. Falls ihr uns weiterhin begleiten wollt, bleibt dran – wir freuen uns, bald mehr über unser neues Spiel zu teilen!
Vielen Dank für eure Unterstützung! Euer ROEGA-Team
Get ready for an adrenaline-pumping space battle! In ALIEN WAR, you’ll face endless waves of enemies in a fast-paced, retro-style arcade shooter. Dodge, shoot, and survive as long as possible in the vastness of space. Do you have what it takes to become the ultimate space pilot? 🌌🎮
Why play ALIEN WAR? ✅ Classic arcade action with modern gameplay twists ✅ Beautiful pixel art and immersive space atmosphere ✅ Increasing difficulty to test your reflexes and skills ✅ Completely free to play!
Jump into the action now and defend the galaxy! 💫
👉 Play here: https://roega.itch.io/alien-war

















