Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Salbei

69
Posts
3
Topics
2
Followers
4
Following
A member registered Jun 02, 2021 · View creator page →

Creator of

Recent community posts

I often see creators note that they would like to hear from people when they are using their assets in a game, so that they can check it out. Optional, of course. And there are devs who do that, just as you have experienced.

I do not think that you can do too much more here, though. At least I do not see a simple way to really 'track this' (for example if your assets would fall under a very particular tag that devs would use when using it, so you can easily pin down which games have used it). I believe at the end of the day, it is just a matter of 'letting your art out into the wild'. You may stumble on it from time to time, but I do not think there is too much to force the issue.

(1 edit)

I believe there is a captcha check during log-in, yes. But probably anyone with some tech knowledge would now give you the answer that this does not stop bots completely, otherwise there would not be issues with bots as a conclusion.

I have not yet clicked on the report button (and do not feel like testing it out by clicking on it under random posts), but I assumed it would notify the staff to check the corresponding comment/user. Maybe the system also tracks reports and acts accordingly if too many accumulate, but that could also easily be abused, so maybe a notification is all there is - simply because while we are managing our own pages, there is a 'parent' above us we (and especially 'normal' users) can ask for help.

So the basic answer to your question is: It does not... really change a thing. The person could still be the same amount of bot as they could not. Which of course brings us back to all the analyz-y stuff about overdoing and how to handle it by your own measurements.

I know what you mean with basically saying: No matter which route you take on this, you feel like you are overthinking anyways. Doing it on your own (specifically planning on how to do it) - overthinking. Asking others about the issue (Making it bigger than it is) - overthinking. Again, one part here is to read the room. Is it overthinking or just making sense to open another topic on this, for example. The other part is the solution I came up with (or actually still try to integrate more and more in my behaviour) - listening to my feeling. Because as you mention yourself, there always seems to be so much variety in how things could go and actually be, that with thinking alone you never can get to a satisfying conclusion. Came up with something yourself? Maybe you still forgot something or learn to do better next time. Asked someone? Maybe they only gave you their point of view? It can never be 'perfect' in that regard.

If you try listen to your feeling however, it usually turns out... as intended. That is at least my experience (and can sound not that convincing, I am aware). Sometimes it turns out right, because you did the most fitting action in your circumstance, sometimes it does turn out so-so, but usually because you were supposed to learn something from it. That is at least how I noticed a lot of times since I tried that approach. And even if it would be complete nonsense, you actively achieved the following: Not thinking too much about something were it is not required, and just do as you feel is right. And that is usually always beneficial. Because even if you have to think about a topic more, your feeling will tell you that as well, or you can learn something from doing what you felt was right to broaden your horizon.

In regards to some of your points:

Checking if a spammer or not for peace of mind: While I know that nagging feeling, I can assure just letting it rest at some point (especially if there is nothing to be gained) is the wiser choice. And it makes you think less, which is a win in that regard.

Discord Situation: This is actually something I think about from time to time, as well. You do not want to be unsympathetic to a person who just are how they are. Seems correct. But it is not as black and white there, either. Sometimes people have to learn and adjust their behaviour, at least as much as they are able to. And it is sadly a truth that we all only have so much attention and endurance to handle all kind of people and situations. You can only try to do your best, which again, for me means to listen to my feeling. That could mean waiting until a person leaves on their own eventually, getting into a situation where you can remove them, keeping them because it is fine, or even liking to have them around. It can still be a very diverse outcome, but without overthinking and doubting oneself.

And if your feeling tells you that it is a bot... at some point you have to make the decision if you want to kick them based on that - or not. Maybe you learn something from it, maybe it was the right decision to do because you needed to handle it that way to 'make it work' for you. And maybe they simply were a bot. Just as sometimes you just know some people are not that great and no matter how much you doubt yourself it turns out that you were right at the end. Again, quite wild amount of outcomes. You can only listen to yourself of what would be the best approach at that point in time.

Writing a second reminder: That is actually a really good solution. And if your only doubt is that it could come across awkward: Forget about that. Honestly, if you think it would make sense to approach the situation like that, just do it upfront: Tell them why you are asking again, what was missing from their last reply, give them some points they could answer on, and just be clear about it. What is the worst that could happen? That they did not like your polite honesty for not seeing why you did it? It may sound harsh from my side, but unless I have a good reason to believe they can nothing for it, it sounds like a problem on their side, not mine. So I can be upfront. I do not have to be afraid of making it awkward. We already are in that situation to begin with and it was not me starting to get us into that. And after being upfront and tackling all points, it may even give you a better view depending on how the person answers you once more.

Putting into spotlight: Yes, I meant the particular user. And yes, purely realistically speaking, you do have a point about how the discussion board is visited and by whom. I am just more of a person of 'the end does not justify the means'. It still seems not polite (or right) to me to put them into a spotlight. And at the end of the day, they could be a normal user liking your work - and they could potentially visit this discussion board. Feels kind of... not cool to me. But as said in my previous post, I can see why you did it. It made sense (at least to you). If not trying to be black and white, the world did not collapse on it. And yes, sometimes it is once again about reading the room: Would it work out this time? How would the other person react? Does it make sense in this situation? For example, your asking yourself what else of an option would there have been? In regards to the user here, as some have pointed out, either letting it be or try to solve it by yourself. For the teammate you had, maybe writing to them directly, instead of seeking an indirect solution where they may see you talked about them. Most of the time, people do not like that too much. But this can (and should) rely on how you read the room. Maybe it did make total sense there to do it like that. Who am I to put your situation into a box and say 'No'.

About ratings: I mean, what could you really do if a platform would be (potentially, not saying it is) infested with bots spamming positive or negative ratings? Hoping that it gets solved eventually, I assume. In that regard, I guess I would not mind either. I would not like fake ratings per se, I would love to get ratings that are truthful, but I cannot do anything against 'good' or 'bad' spam. If you are doing your work commercially, you would of course be driven to like one side more and still care about the other for obvious reasons. If you are doing it as a hobby, you could still care about the latter, but... it is really not worth it. I certainly would not.

About reviews/comments: Again, if you are going commercial, or just want your work to be recognized, than yes. Hoping for users to actually use the systems that matter would be great. Adding a detailed text in some form would be a bonus. From my point of view though: Ratings would be cool, yeah. But I would love for people to engage in the comments about it, no matter if just a short 'Really cool' or a 3 page essay about the principals of game design. Of course, especially if it comes down to 'really bad', you would hope for a more detailed feedback instead of leaving a negative 'impact' on your work. But that is also just how it is. Some people give their expression (sometimes justified, sometimes debatably not), and all you can do is accept and/or ask them for a more detailed answer.

Pinned topics: At the end of the day, it is always up to the mindset of the staff/moderator on how they see their surroundings they are working in. They could have felt like such a topic would make sense to pin as it is not clearly explained in the guidelines - which I agree with. And with some topics they may think it is doable in other ways. Which... is debatable. I often agree on it. Sometimes I feel like the guidelines have more topics which could be expanded upon, as well as some issues handled better on the site/board (Like the reminder of not asking about indexing within a spoiler tag at the top which feels like only 2% of visitors are actually reading). That being said: I am using this site for almost three years now, and while I can see need of improvement at some parts (for example the speed of updates and especially support handling requests/issues), one can see that they do care to do their job right - and they also do listen to their users. Which I do not take for granted nowadays.

... That last part got a bit sidetracked. What I wanted to write here is: It could be a viable suggestion to the team to maybe pin topics more often or think about how to improve the faq and guides on the discussion board. However, as mentioned last post, they probably have other matters to attend to - and as we all know, the usage of the discussion board is quite limited, so once again: I would not think too much about topics getting pinned or not, to be honest.

(3 edits)

I am not sure if you intended this topic to be answered by anyone else than a moderator/staff member, so feel free to ignore me if that is the case.

I tried to look at your situation from various potential angles,  but no matter how you look at it - and reading the rest of your post, I believe it simply comes down to this: You are really giving this too much care for reasons you cannot completely avoid anyway.

And I am not writing this to make your issue seem less important. Believe me, I understand why one would think about stuff like this the way you do. But it still always comes back to the fact that it is just overdoing it without any reasonable benefit. Something that one has to accept at some point.

To get into your points:

About the user: I do not think that they are a bot or are using AI. They are either very young and/or believe writing anything to leave a note/support the creator is a valid use of the comment function. And if you ignore all else - they are actually correct.

Looking through their other comments on their profile page makes it obvious that they intend to write such short comments, either after playing or by just looking at the screenshots of a page. The only thing that makes me go more into 'troll' direction would be specifically the comment about the 'jumping mechanic' - because it is written quite... on the nose, to say the least. But as you wrote yourself, this could also have a logical reason. The thing once more however is: You have multiple reasons, and you cannot pin it down. Not even the staff can confirm for sure that it might be an age thing - at least I cannot remember that you actively have to put your birth date or age when creating your account.

Which brings us to the point of: How far can/should you go as a page creator/moderator? It is your home base so to speak. So potentially, you could moderate the 'intention' of how your comment section should work. But going from what I wrote above about how the user may see the comment section: Are they wrong? Can you make the justified choice to kick them out? Would that go against any fair use of your moderation rights (Which should be a thing in the Guidelines, I would assume).

And that brings us to the final part: All that effort for the following train of thought: How will this user make my comment section look and what image will it reflect to the other users? The thing is you are asking this question in an open web space, where not everyone has the same point of view on things and features, and are thinking about limiting the 'behaviour' as outlined above. The questions here are: Is it really worth it, all things considered? Where are the limits? Where do you have to stop anyway? Is it really that bad to open yourself up to just let it be?

These are questions you have to ask yourself, because nobody else can really give you a final answer to this. You can see a valid reasoning for acting upon this a specific way - there may be merit in there. But it may also be just unnecessary waste of your own energy. Think about it.

On another note: The way you explain your situation and want to resolve it is clashing a bit with what you are actively doing with that mentioned user here. You are writing yourself that you may not want to go all out on them because there could be valid reason for their behaviour and you do not want to be rude. But at the same moment you are openly putting them in a spot light in the global itch.io discussion board. I am not saying you should not have opened this topic. And looking the user up made it possible for me to take my own point of view. But considering: Is it worth it? Are you not thinking too much about it? And during that process: Are you not making a bit overly questionable decisions yourself, even if with reason?

About the locked topic: I read through it (even twice I believe) and I was under the impression that it resolved the issue as much as possible. The points arising here are - as you pointed out yourself - that the system might not be perfect. Especially by just going by the guidelines, I actually had to look up other people asking how the process works and what you can do with it.

But that is exactly the thing: The system works how it does. And in that regard, I believe the moderator gave you all the answers they could have given you - and pinned it specifically because others may want to know it themselves. They locked it because it seemed sufficently done to them and did something that is just common procedure. Asking for more after this is once again thinking into it too much: You are asking for a specific treatment that no one could always foresee being necessary - which is the slight difference to 'actual needing improvement'. I am not saying that they could not improve there either - I think the most obvious problem here compared to other discussion boards is the lack of a private message function - which has been ommited for a reason, however. Everything else you pointed out is - again - quite specific. I for once would not see a reason for why I would need to be notified when a topic of mine gets pinned. And if I would really want to add something to a locked topic, then I read the room: Should I make a new topic? Was it closed by a moderator with the intention of not being discussed any further? Will the moderator eat me (potentially unjustified) if I personally have more questions regarding the closed topic? In regards to your issue - especially after two years - I think nobody would have said anything to you for making a new topic to discuss this further. In some discussion boards a moderator can even merge such topics with the old one.

And if you really think a system needs improvement, they have a dedicated section here to post it. But I would assume adding some more notification check-boxes for forum activity might not have the highest priority for them at the moment.

Again, this is all just my opinion, and I am not perfect either. So take it for what it is worth.

Edit: Having read redonihunter's comment: Something I actually forgot to mention here, is that yes of course: It could also still be something unnatural. Even though (and as they pointed out themself at the end) I believe this not to be the case here.

So it is still a thing you have to judge for yourself. If you have enough reason to believe they are a bot or doing something malicious, it is your very right to ban or report them. But as it is now, and as (including you) three people now have the same opinion of 'Might be, but potentially not' - it just comes back to a user writing comments. Which is just what it is. And honestly: Even if you could ban/report one bot and stop their masterplan of creating good ratings and reviews - as long as it does not go overboard - how much energy do you really want to spend into streamlining your comments and thinking about every spammer/bot/mastermind?

(1 edit)

Downloading malware from itch.io is a realistic scenario, so you always have to make sure you know what you are doing. Check the page for suspicious stuff that makes it seem like it is not the real-deal, check for comments or the discussion board if it is enabled. Make a google search about your issue and see what comes up. It can always be that the game is unsafe or that someone has copied it to spread a virus.

That being said, antivirus software likes to claim executebales as malware, especially from indie games who did not go through the signing procress like the big companies. Some executebales get around that because they already are signed from the get-go with the software you make your game, but it is not always a clear-cut case.

So in such a scenario - and only if that would be the case here - you can do the following at your own risk:

1. If the files get only deleted after you start to execute them - you can go into the quarantine of your antivirus and restore them. You can then look up your whitelist of the antivirus (it should be a section under settings/in the quarantine menu/something on is own in the application) and add the corresponding file (for example the .exe) to the whitelist so your antivirus will ignore it.

2. If the files get already flagged before you can add them to your whitelist, nor can you restore them from your quarantine to do step 1 (sometimes your antivirus just deletes stuff outright without warning), you can prepare everything in your browser to be ready to hit download, deactivate your antivirus, download just that one file you need and add it to your whitelist, and re-activate your antivirus. During that process you should not keep anything else open in your browser (or something that connects to the internet unnecessarily).

I believe with Steam you at least have to give comment on your recommendation, so that people can 'review' the reviews. That of course does not change how the rating system works and that those ratings will always be a mix between subjective opinion and objective analysis.

The system could also be expanded to make it more custom-tailored and fair. But that is a topic that could be discussed a lot. Some had considered a middle option to choose instead of just recommend or not. Maybe giving viewers some tags or filtering the reviews based on the collected account interests could also be a viable solution.

In regards to itch.io, I get why they have 'limited' the reviews here - but it also makes their function just that - limited. Maybe they could also expand it for users to check some questions when rating, like 'What did you like/not like - Gameplay - Presentation - etc., or simply giving stars to more categories and then summarizing this to give a better insight when checking the review section for a user.

Then again, it seems not a lot of people are using the rating system to much extent anyway. And you can also always just open up your comment section if you want people to share their opinion on your product. The system might not be perfect, but I guess it is an additional thing to serve its purpose for users and when considering results in the search system.

Checking their page, I have found this devlog: https://nachogames.itch.io/thats-not-my-neighbor/devlog/708650/read-if-you-have-...

Have you tried these steps?

That being said, I do not know this game - so try deactivating your antivirus (or rather try setting the game on the whitelist of your antivirus, never just deactivate it permanently without very good reason) at your own discretion.

I think one option would be to check the kickstarter site directly. I am sure nowadays they have a faq in terms of tips and recommendations, as well as guidelines of what you actually have to have ready when making a project there.

My personal opinion (with zero experience on this, mind you) is that I can see it being difficult to pitch something without showing anything. Ideas on text are usually not enough. I would want to say 'nowadays' because of so many games out there, as well as failed kickstarters - but honestly I believe it would never have been too easy without some material to show. Of course there are always exceptions to the rule, but I am sure you can see how small that chance would be.

That being said, if you already have 25% of a demo, do you not have anything to show? At least anything from the project, or maybe to underline your presentation text.

At the end of the day: If you set up a kickstarter that gets cancelled/refunded if it does not meet the goal, you at least tried. (I believe that is how it works, right?) Others even tried a second time afterwards. That being said, this could harm your 'publicity' (or basically said, a second run must not always work out great).

In regards of what you should do: Difficult - as is the whole Kickstarter affair. I just recently looked into a project where the dev did a successful second run on it - and they pretty much regretted their decision because of what it meant to work on the game under that circumstances. But that is only one possibility.

My recommendation: Check the kickstarter website. Ask for advice (as you did). Think about it from all sides and what you feel would make sense in your situation.

That being said, anyone clearly having more experience with this than me should feel free to chime in on this.

I do not believe there is such a function. You can choose how long they will be dismissed - so if you have chosen a time period, they should reappear after that time frame. If you chose until next interaction or forever, then that is what you have chosen.

If you closed those pages recently, you may be able to re-open them via your browser history. On their project page, you can then rate them. (Or after your next interaction with them, if you have chosen that before)

While I agree that a score system in itself is not perfect, sometimes people also may just overthink it (or in that regard, make them way too complex). With 5 stars, you basically have a scale of (Not at all - mostly not - middle ground - mostly yes - very yes). You can either define that by how much you enjoyed it subjectively, how good it was objectively, or a mix of both - which you then can specify with the optional review function.

(1 edit)

As others mentioned above, first and foremost there are legal matters to consider. Not even only for the archiver, but also sometimes for the dev themself, who could have a very good reason of why they only publish their game a certain way, or - because of that - how they can handle future sharing and archiving.

From an archiver's point of view: You can not >just< take another person's game and upload it without considering (and knowing) that legal situation. I think it was mentioned in another topic a while back, but there is no law for video games the same way as for some music and literature that has been made public-domain, and even there sometimes the situation is not that clear-cut nowadays.

With all that being said: I am also on the side of game preservation. As soon as you publish your work to the outer world, it starts connecting with it. That is partially why you wanted to create it, right? It can resonate with people - a lot even. It would be entitled of those people to say they have a right on it, yes. But it also seems short-sighted to take it away for them without reason. Or to not think about avoiding such an outcome.

Which brings me to how I would (generally) handle this situation: Try to plan a way you will handle this for future preservation. You have terms of use for your game, you want to keep it in your hands as long as possible and only the way you want it to be available. That is fine. But think about how you will open this up for a scenario x (or think about it when scenario x comes) and change your terms or add an addendum. Give your work (partially) into the hands of others, so that they can at least keep it online and alive.

At the end, it will always be the responsibility of the game dev, and they also will always have the last word. Which makes sense and I believe this should not be changed (unless something like public-domain would make sense). But they should also bear the responsibility to think further ahead about their work and what it means to the world. It would actually annoy me quite a lot to know I would have spend so much effort into my work just to see it gone one day because I did not set up a proper way to allow people keeping it around.

As others wrote: You should try to get a broader picture of the situation and ask both sides. I support you for opening this topic first - and making a video out of it can be informative and inspiring.

About your name in search: The latest update to the search backend removed showing accounts in the search results. So this is simply something that is currently no longer available.

About your games: It currently (for a long time by now) takes considerably longer for games to get indexed. I do not remember the specific time frame suggested to wait right now, but it should (or rather can) be more than two weeks. You can open a topic like this, writing that you have followed the instructions, so it can get looked up accordingly. If it is still in the usual time frame however, you will probably be asked to be patient.

Getting indexed is more of a question about it being your first (paid) project, I believe. But even this may only be one of multiple conditions. In general, your project either gets indexed or has to get approval, which then simply is a matter of time. Contacting support is also an option, but they may still take their time to handle all of the requests.

Nowadays my two 'anchors' for handling feedback are the following:

1. Know what you yourself want to do and how you want to do it. Only you yourself can know that, and it is understandable that you have a vision about your project and how much changes you want/plan/can implement

2. That being said, the surroundings and 'how it goes' are quite important. You always should be open to feedback, and (at first) not even limit yourself too much in your own beliefs. There are always things you may have not considered, and you can always improve or take a chance that made itself available

To give some more context: I am currently planning out the projects I want to do with what I am doing here. Granted, it is only a hobby for me - so you already have much more space to maneuvre and do your own thing (so keep that in mind). The reason why I am doing that is because I want a clear idea and plan going forward, as it feels right to me to do so. With this statement alone you would already have a lot of situations/personalities who would strongly disagree with you, however.

Based on that, I also know what I want to put into the games, and how receiving feedback will be able to shape this vision. And while this does not mean that you could not potentially still go a complete open way of re-designing everything as it comes along to make it a better game, it is not something that I plan to do, simply believing that I will get out something enjoyable the way I already planned to do it.

And those last scentences above are where it becomes tricky, because as you said yourself: You believe to have talent - and you should (no matter if you could improve). So handling feedback and the way you incorporate can/will always get tested by certain situations where people would like to have you do it different for one reason or the other. Because they want to see it made another way, because they think they are right, because they believe you are not caring for feedback otherwise. Again, it is not that they have to be wrong - they could have valid points. It is just that thinking feedback has to be 'this' or 'that' is a way too limited approach. Some people/environments understand this, and they do not mind how you do your work as long as it is good. Sometimes you find yourself in situations where you are constantly questioned about your way of doing it - and it does not always have to mean that your work is not good. It can be quite a variying experience.

That is why I believe the first point to be important: Know yourself what you want and how to handle it. Because then you can ask a lot of people for feedback and take everything as valid. No matter what group of players, no matter what they believe and what they are providing. Everything is valuable, and everything that is not for you -personally- - it is your job to remind you how you would like to handle it. You do not have to change your gameplay if you do not want, even if you got 100 reports about it. But you can look into all of them with an open mind to see if there is not still something in it that you could see a point in - and maybe even do change in your project - as long as you want to do it.

The second point is more versatile and objective(?): Your surroundings play an important role. If you know you have people that play your games who understand you and your work and how you want to incorporate feedback, you can either let more into your testing, or simply write out to them what your are looking for (and what not for example - can save them a lot of work if they know you do not want to check that specifically). Also - workload. As you said yourself, it can be daunting to go through so much feedback. It is totally valid to reduce the amount of testers (or give them clear directions) because of that. It just comes back to the question: Are you limiting it because of a realistic circumstance or because you do not want to handle it as described above?

About your points specifically:

1. Feedback that makes your game universally better

While I see where your are coming from here (and you are basically correct), do keep in mind that even these things can be subjective. Not everyone is bothered by the same control schemes, mechanics (technical aspects), and some (perhaps you yourself) see them as solid and an improvement. So even this feedback needs to be split up, theoretically.

2. Feedback to make the game fit better with others of the genre

Yes and no, based on what I described above. I am personally more in the 'Yes' team myself, as I do not like to do the same things over again just because 'they are part of the genre' based on what people feel it has to contain. A game is a game, it can be enjoyable (for some), no matter how it fits into a glove. That being said, if you are on a budget and have to make something that appeals, this thought process can break your neck if you strain too niche.

That being said, remember the point about being open for yourself: Maybe they do mention things that you can see improving your game, or that they have a point of your game missing something - even if you want to give a different experience. Or maybe even reading their feedback or their point for a game mechanic gives you an idea how to change it up and include something more unique into your project that still qualifies why people suggested it. It can potentially be a win for both sides.

Other notes:

Technically speaking: Even a fps player could potentially give you valid feedback. For example about controls and camere movement in your first-person-puzzle-explorer. But yes, it does make sense do keep in mind where they are coming from saying 'the game has not enough action for me'. Still, even that could be something: Want to include something more active in your game after reading this? It may not be enough for the fps gaming crowd, but it could benefit your game how you envision it and give others more enjoyment. Again, stay open and think around the initial point of the feedback. But yes, if you only have so much time, focusing your testing on a more limited group - based on what you want to achieve out of that testing (there can be different 'studies' you want to perform), can be important, too.

About the positive things:

Debatable. Depending on how you define 'teaching'. You cannot specifically learn every talent, that may be true. But executing said talent efficiently (and even that word is debatable in what it could mean) is an ongoing learning experience. You can always improve over time - based on the lessons you have learned - and how you handled them. Of course, we once again have the two sides of the coin here: Yes, you can already have talent. Your work could already be good. And then good old fps gamer (no offences meant, they have their valid interest and place as everyone else) comes around and says your game is 'not good' because you do not take their feedback and have nothing to show to prove them different. You know what is different when you have made a name for yourself? Your experience? Debatably.

Yes, of course you got more experience. But what would be the first thing people may say about your work at that point? 'Ah yes, the developer has made a name for themself, they handle feedback like -this-, and people like their work.' Great. It just shows how empty these arguments can (not have to) be. You can already make something decent. So stick to it. But be open to feedback. That is how it should be, I believe. Everything else is just making it bigger in your head than it has to be.

Now again, if you do this as a job and got stuck into a scenario where your game is not receiving the popularity it needs to, it can get limiting. That is why you often read about specific design choices made because of thinking processes you as a player would not have thought to be the reason of why the game came out as it did. Or why it was only like 'this', or not like 'that'. And then sometimes a game became a masterpiece specifically because of those limits, and sometimes it flopped. And the other way around, as well. Which only brings us back to the two points in the beginning: Know yourself, know your surroundings. If you know that and why you have to handle things the way you do, you can - at best - handle it and yourself as honest as possible and combine making something you would want to do with how it may has to be based on how it is (or can be, if you are open to it.)

In short: I basically agree with you a lot, so my rambling is more of giving it a bit more 'insight' from my point of view.

Why was it boring to you? Seeing that you are interested in programming by itself, I assume you mean either the engine or the tutorial video? If so, the best course would be to change your approach. Check someone else for tutorials (there should be more than enough for Unity), or try out the engine for a bit trial-and-error. If you do not like the engine, maybe check out some other options? The alternative reality would be that maybe you are more into how it would be to make a game - but not actually making a game. So maybe you do like programming, but not the steps to create a game with it? In that regard, you could think about using engines already providing the necessary foundation to more easily 'just' make games.

Some of the above will also lead you into questions about what you would actually want to make and how, where you want to go with it specifically (and how far), etc.

You can also check out this topic, where I recently wrote a bit about how you could approach all this: https://itch.io/t/3839640/brand-new-any-tips#post-10154528

A common advice is to first think about what you personally would like to create. While you could certainly go the route of going with what is popular and what-not, you should at least show some interest/appreciation for the topic, being it the genre, the theme, etc.

So for example, let us say you would like to create a visual novel to focus on telling a story (maybe with some gameplay), or alternatively a game focused on 3d environments and fast gameplay. Based on that (and more of course) you can judge further what the best approach would be.

Personal questions: How much time/effort can/do you want to spend on it, what could you achieve and by what means? While it takes passion and talent to write a good novel, it requires less focus and talent in environmental design and complex gameplay mechanics. Wanting to create a game is not equal to wanting to >create< the game. And sometimes it just will not work out and it is better to accept this going forward and settle with something else you would want to make. (A different genre or playstyle in this case).

Technical questions: Are you already capable of coding, if not would you be willing to learn? Some people swear on creating their own engine for their games, but it is certainly not for everyone.

Depending on the answers above, you can now think about what game you want to set up and by what means (the platform, engine, alone or in a team, etc.)

In regard to engines: Unreal is not always the best choice. It is a very powerful and versatile engine, but it can easily be  too much (in many ways) and overshoot the goal. Usually there are alternatives depending on what you would want to do. (For example there are dedicated engines focusing on 2D games, platformers, rpgs, visual novels, etc.). That being said, Unreal can be a choice, it is just a matter of knowing what your game will be and where it should end up.

The next step would be learning the ropes of the engine (or how to code depending on where you want to go). There are usual tutorials - either in text form or videos - and it is best to try what you learn as you go. Another common advice here is to not start with your dream game (or at least not in its 'final form') but rather play around with what you can do and improve over time. Releasing updates (or finished projects) to the puplic can motivate you and be a learning experience. Some will also mention game jams in that regard, as they can be seen as a motivational boost to produce something and learn by doing. It will also help you getting into the public in terms of people knowing your work.

And from there, you 'just' have to improve. Get better at the implementation of your work technically, improve designing your game (in every aspect) and gather people who are interested in what you do.

(1 edit)

There does not seem to exist a designated feature for this as on Steam. You could potentially try to add the web version into the install designation where the app usually puts downloaded games into (or create an alternate install location for where your web game is), but I would not recommend this, if it even works at all. The app is meant to add and display games from itch.io that have been made compatible with it, so just adding outside sources may not result in anything working well.

That being said, you can try to check the install location after you downloaded the specific game again and try to add in your save files from the web version, at least.

Edit: I will not make a new post for this as it is not specifically tied to this topic matter anymore, but to anyone reading this: I made a mistake here and the statement 'needs to be made compatible with the itch app' is not true. You can upload it specifically with the butler tool to have smaller updates for both you and your customers, but you can install items which have been uploaded directly to the web page as well.

You can create collections of project pages - including your own. So for example, if you have some platformer games and some game jam entries, you could each put into a corresponding collection you have created. You can then set this collection to be public and add it via the 'Edit Theme' feature on your profile page. You can also rearrange the order in which the collections will appear from there, and you can change the order of a collection's items from within your library.

https://itch.io/game-assets/tag-user-interface

If I search for it like this, there are some results which would seem to match your description. If none of them are what you are looking for, we would need to get a bit more specific it seems. For example, can you remember if it was a free or paid article? Was it intended for a specific engine? You can try to use some more filters and/or tags based on that. That being said, you have to consider that not everyone uses the same tags (or categories). So if for example you used the 'Pixel Art' tag to search for it, the author may not have added that as a tag for the product page.

Another way would to think about a more detailed description of how that UI looked, so it may be easier to find it by going through the results.

(2 edits)

[Review of Chapter 6]

This chapter returned to a more classic style of rpg gameplay in terms of puzzles and mechanics. It explored what riddles and obstacles you could put into a certain environment while crafting a connected story around it.

This concept - when executed well - makes for a very fullfilling experience - a proper feeling of adventure.

The area this time around - a misty and spiritual forest - is designed vast and exhaustive. From a normal design perspective, this would sound bad, as it leaves the player confused and tired. But it executes the theme of the setting so well that it makes sense to be like this - and within this context it is designed effectively well to create the intended feel in an enjoyable fashion.

The story is tied to this location very strongly in both main plot as well as portrayal of the characters. It gives the new side character a fundamental outlook of hope despite what is happening. Together with the role they are playing in regards to Leafko themself, it not only creates a perfect immersion into the setting and gameplay, but also makes for a really wonderful partnership for the story and growth of the main character.

At the end of the chapter, I was really invested in their quest and beliefs, which made the final scenes and how they were executed so much more touching. I am not exaggerating by saying that I was not attached to characters like this in a long time.

What adds to this is something that I really enjoyed this playthrough, as well: The additional polishing in small details and gameplay in general that comes with every new chapter. I really noticed this time around how people of the world not only changed dialogue quite more often that you would expect, but were even replaced with other people or put somewhere else as well. It made the world feel very alive and it was fun to go back to previous areas. What also helped in that is noticing how every settlement has a purpose in terms of shop items, which not only differ but get updated along the way.

That last segment comes to a bit of a halt when entering chapter 5 and especially chapter 6. But it makes sense. A lot of these little touches and details were added over time to improve previous content.

Which brings me to my only critique about this chapter: It does not feel as polished as the earlier ones. Which I could not care less about at this point because the developer already showed me more than once that they put more thought and passion into this project that I would ever had expected at first - and that I can safely assume the content that did not receive the same revisions as of now will receive them in the future.

I wrote in my review of the first chapter that this game may not be for everyone - which is okay. And taking feedback into account and shaping the game over time can be a good suggestion in general, as well. But I still feel that - whatever route the game will take in the future to become better or garner more attention - it is already great in what it does right now. Because these specific thoughts and details that went into making it are what should be appreciated.

In regards to technical performance: Very good this time. Except for two softlocks (which have been fixed by now), the game was really stable and tested.

Keep up the good work. I am sure it will turn out well - no matter what.

You would be right in that regard. However, from how they described it, it sounded like they are having a problem with the activation link working within the first e-mail they had received.

So in that regard, the error they received would either come from the link being outdated, as it may only work for a certain time frame, or because their account had already been verified.

In both cases, the recommendation would be to locate the button within the account settings to check the verification status and/or send a new e-mail.

Correct me if I am wrong here, but would the easiest solution not be to just create a new e-mail adress and link that to your account? Seeing as you primarily have an issue with that method because the only other adress you currently have is not usable, it would seem like the best way to do it.

In the best case scenario, you can at least contact the support with an adress connected to your account that way, and still see if your other e-mail adress gets usable at some point in the future.

It is a bit difficult to find a name with this description. Not impossible, but the question is if a name fitting that description would be justified. Which leads to the question if your game is actually more in-depth in terms of mechanics or lore - or not.

Because if you have a deeper story to tell, or an emphasis on the character, their behaviour or twists in gameplay - or the gameplay itself has an interesting mechanic or engagement with the world - it becomes interesting to think about how to integrate this into the name to reflect that.

If none of the above is the case and you want to make a simple FPS, than a simpler name is of course fitting enough. You could still call it like the character, or the enemy species, or the world, or take the route of 'The game is grim and has a harsh environment - so we can give it a dark or hopeless name'. Or just something bombastic that says 'action!'.

Going from all that, whatever the name is: Make a google search and see if the name is already used somewhere. If yes, maybe you have an alternative that gives the point across the same way - or something else that would fit?

I am pretty sure that is how it is supposed to work by default, at least that is how it was for me. The Page Header and Cover Image are only placeholders until you upload a banner / screenshot to replace them.

If you want your title on the banner, you can add it to the picture. Alternatively, you can use the page description to add it at the top of your 'presentation' (you can also change the size of the text to get a headline).

For the screenshot section, you can theoretically just add your page cover as a screenshot (maybe adjusted in dimensions or a slight variance to make it different from what people get as the search result?).

Hope that helps you.

If you go into your account settings, there should be a button to verify your account. I am not exactly sure where, but I would assume it is under 'Email adresses', as you will see a 'Verified' otherwise. If you see that, you already have verified it and that is why it no longer works. Otherwise, try verifying once more via the button. Going from your description I would guess that the e-mail you have may not be 'usable' anymore.

(1 edit)

I am not accustomed with Ren'Py, so I only did a quick Google Search. If someone knows more about it, feel free to give an answer.

Going from what you described about your system not having changed (I assume no settings and drivers included), the only things I found so far are these:

- The games can have different rendering, and you can launch the settings when holding down the 'Shift' key while launching the game.

- If you have an individual GPU, you can try going into the Windows Graphic Settings / your GPU Control Panel and select the corresponding Game .exe to use either the default or individual GPU.

- Did you set the games into Full Screen? I found something in a steam discussion that talks about this issue: https://steamcommunity.com/app/398980/discussions/0/496881136912317915/?l=polish

Maybe this will help you.

Your general task is to explore the city now. If I remember correctly you have to go to the academy and speak to Daphne in the Central Library.

I would assume other developers would generally give you things they like about using this site, as well as things against it. But you basically have this with every site/store front. So in that regard, you could look into this discussion board (primarily the sub-categories below question and support regarding feedback and tips). Other than that, the best way to know what to prepare/think about when uploading a project can be read in the faq: https://itch.io/docs/general/faq

You always find that link at the bottom of the page, as well.

Hope that helps you.

For the time being, maybe this will also come in handy for what you would like to see:

- If you create a message board for a specific project page, you can open up sub-categories within that message board. (By looking into the edit options within)

- You can also create 'tags' for each of those sub-categories (within their corresponding edit options)

With those options, you can easily create content-focused categories and topics for you and your members.

As written by woodsmoke, you simply go to 'File -> Deployment...' inside RPG Maker MV. You can then choose the platform, among some additional settings.

That being said, the deployment process only prepares your project for further use, as you have to do further steps to get it ready.

If you want to upload it for play on computer, you usually only have to pack your deployed folder into an archive. The default way for this is to right-click your deployed folder and choose 'Sent to -> Compressed (zipped) folder'. The created archive can then be uploaded on platforms as a download or, as for itch.io, also as an direct html playable game. The latter may be a bit more work to set up though and might not suit every project. You can check out a guide about it here: https://itch.io/docs/creators/html5

The above is also a description for Windows. If you are on Mac, or want to create a deployment to be played on it, I would assume that it should be more or less the same process, but I cannot give any experience to add here.

For mobile, there are ways to make MV games run, but they are not as simple usually. That being said, I have not looked into that myself too much, either. If you just want to have it on your phone, I believe there might be software and/or apps that can launch them to variying results, depending on the project. If you want to officially get it onto the play store, I assume the process to properly package your deployed project to be allowed and run properly is more work and definitely needs a deeper reading via search and guides.

Hope that helps you.

(3 edits)

Not sure if you still need it, but here is a small hint. (Or something like that, I will try to put it into a spoiler, but it will probably not work on here.

Edit: Nope it does not. *Sigh* Guess I will just use line breaks. (Click on 'View Rest' for the Hint)



Hint: There is a mention of both type of flowers being set in a very particular shape. See if you can think about portraying that shape onto the grave stones (all of them combined).

Also: If there is more than one type of flower - and shape - this may also mean that there is more than one possible solution.

That with some trying around should hopefully do the trick.

(2 edits)

[Review of Chapter 5]

From a game dev perspective, I am leaning towards this chapter being the most impressive.

Not only did the dungeon change to give yet another entertaining concept, but you also return to previous areas for short objectives and cutscenes, which made the whole Kingdom of Forestia feel alive and ongoing.

It also marked the tie of some loose ends in story bits of the previous chapters, as you finally meet the character foreshadowed all along.

They are certainly an interesting type, heavily influencing not only events but also how you play.

There have been improvements to the battle system and balancing, and while still not perfect in every encounter, it did come together quite engaging.

The way scenes are handled and the gameplay is expanded upon, you can clearly see the growth of the developer.

On the feedback side, as usual: A solid final round of testing - and trying to make sure not to break previous things.

I had more soft-locks then there should have been. I guess the good news is that by finishing the game, it should be clearable as of now.

So hey, check it out.

Overall: Really, really enjoyable. Probably even surpassed the third chapter for me objectively.

Great work.