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Star West

A member registered May 27, 2019 · View creator page →

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Great! Glad to hear it works now!

I think I fixed the problem. The updated fixed booklet .pdf should be in the new Wanderlust (v2023-03-22) [Letter].zip file.

Thank you for letting me know! I will look into what's causing the issue and get an update out as soon as I can.

I'm glad you found it helpful!

I'm thinking I'll have all the mechanical bits finished by today, but the extra art and polish is still at least a week or two off. I'll probably submit what I've got as-is and then add the clean things up in a later update.

This is very cute! I love the use of physical tools that guide the play, and this is very tactile and well executed! I could easily see the same structure being used to create an Infinity Train inspired story too!

I assume image should be the same size your game res is or higher

Based on what I was seeing on other game pages, that's the answer I was starting to lean to. Every example I saw had the embed BG image resolution at the same resolution or a larger resolution than their game.

Without having an html embeded game to test for myself, I couldn't say with 100% certainty that was the answer.

Glad to hear that you got it resolved!

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Here's an example of how it gets  applied in the code from Mingle (right click on the image and select Open in New Tab to see it clearly)

Mingle is using an image that is 1920x1080 for the embed BG, and the game_frame div is 640x360. So the image being used is bigger than the dimensions of the frame. There's a gap on either side because the game_frame is only 640px wide while the inner column is the default 960px.

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Here is a handful of games using it:

In every case I've looked at, the game creator has uploaded an image that is slightly bigger than the dimensions for the frame containing their game (i.e. the game_frame div).

It also looks like you can use a GIF if you want to use an animated image; the chicken game and Assessment Examination linked above both use gifs.

Can you send me a screenshot of the specific issue you're having? I'll can see if I can figure out the problem.

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Hey there! I'm going to have to look into the Embed BG option, as I've never done an embedded html game before.

I couldn't find anything in the itch documentation on Embed BG...just this comment in the forums:

From some initial poking around, it looks like the image is being assigned to this div with the game_frame class on it. It appears on both the iframe and click to fullscreen embeded game variations.

This is a great collection of assets with the extra bonus of being released in the Public Domain. Thank you for putting this together.

This pack would also be great for little zines and things for folks interested in assembling physical games.

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I received an email from a designer a few weeks ago that said that they were going to use a different platform for distribution of their game specifically because itch doesn't support revenue sharing.

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Two other developers and I were just talking about this on Sunday.

We would love to work on more collaborations together on itch, but the current way projects are handled make that challenging. We're not a studio and we all have our own separate individual projects we are working on, but we occasionally work together a project (usually part of a game jam), and with the current way projects are handled it's super not ideal.

We can't set up a revenue split to give us each a cut. Instead for each project we need to decide who's going to be the primary developer, and then someone has to keep track of that when a purchase does come through to make sure the correct amount gets dispensed out. It's super messy and it means we're less inclined to do full scale collaborations simply because we don't want to rip off our friends, but we also don't want to have to manage payouts to each other.

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

Going forward it'll probably be only Affinity, as I've been phasing Adobe out of my working process. I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!

You're welcome! I'm glad you found it helpful!


This was great! It is super fun to hear the beats come together, and it's all pretty low-key in terms of challenge, which is exactly how a game about Lo-Fi music should be! XD

Hey there! I finally figured out how to find the project ids and modify the widget iframe so that I could add Spaceman Jones to the Example Zines list. Sorry it took me so long to figure out.

Such a fun idea, and a great way to create personalized figures. This is part right here is what most won me over; nice!

...If no color fits, pick whatever- “cool hair” could be defense, since people don’t want to mess it up...

If you have any feedback specific to a Minigame (good or bad,) please post your experience below (or as a new topic if you'd prefer that,) especially for the Race for the Wally. The Ashcan Edition of Streets of Fire is an early playtest edition, and the more input I get from folks, the better I'll be able to fine tune the finished game. Thank you!

If you find a type or a grammatical mistake, please let me know in this thread, so that I can fix it!

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Hey there! Did something in the rules confuse you? I'd love to hear about it! Post your rules questions below, so I can provide an explanation and figure out what sections of the rules need to be clarified or expanded on.

This is one of my go-to games, especially for cons. It never fails to delight folks, allowing for both cute silly fun and heart wrenching emotional moments. I've run many many one-shots, and it holds the record for the longest campaign I've ever run.

This game is very much a slice of life game, and easily falls into the Iyashikei (healing) genre, with a tone similar to what you'd find from Yotsuba&!, Yokohama Kaidashi Kikō, My Neighbor Totoro, Hakumei and Mikochi, and The Helpful Fox Senko-san (which is literally about an 800-year old fox spirit who shows up to help uplift the spirits of a young working man.)

My biggest critique of Golden Sky Stories is that the system is a bit fiddly, as you have to keep track of multiple resource pools which cascade from one to the next. You have Dreams, Connections, Wonder, Feelings, Memories, and Threads. And, several of these resource pools do similar, but slightly differnt things from one another; Wonder activates Powers while Feelings boost Action Checks, but both of them turn into Memories, and Memories can be used for either Powers or Action Checks. You also have the bit of back and forth math of keeping your Connections rankings in sync with the other Players. But, this really only becomes a problem when you're running longer multi-session campaigns.

That said, GSS also has one of the best bennie mechanics of any game I've ever played, in the form of Dreams, where any player can applaud the actions of another Player at any time for any reason. It's a great way to get folks to play to character and to cheer one another on!

Hey there! I'm glad you like the idea. If you get a chance to play, please let me know! The more feedback I can get from different folks on their experience the better.

I'm running into a problem with my publishing software, but I'm hoping to get a prototype of the full-sized racetrack that you can print out onto 4 letter-sized pages out next week.

I'm so stoked about this game and the Kickstarter Campaign as a whole. Music is great and the charts are challenging, but definitely accomplish-able with practice (and not just raw memorization.) If the full game plays like this, this will end up being the most satisfied with a Kickstarter I've ever been!

There's a few bugs (right now the train section gets stuck) so I've mainly been just grinding songs and not worrying about the story.

A few minor areas of feedback:

  •  When I finish a song I'd like to be able to dive back into it right away. Whether that's with a retry option on the score screen or if I get dropped back onto that song on the track select, either would work for me.
      • I also wish it remembered your song modifiers from song to song. Like, if I selected unbeatable and and am cycling between songs, it would be nice to remember that. Same for things like double-time or the scroll speed so I don't have to go into those modifiers for every song I play.
      • The Field of View when it zooms out to both sides makes things a lot harder. For most of the songs that's part of the challenge, but it can be really frustrating when dealing with the vanishing notes on unbeatable tracks as they have sometimes already vanished by the time they even arrive on the screen, so you're just mashing or seeing "miss" and no notes are displayed on the screen.

      Thank you! I'm glad you liked them.

      Thank you! I hope you found it helpful!

      Thank you! I'm glad you liked it!

      Awesome! I'm glad that you found it helpful! Would you like me to add it to the list of Example Zines on the template's page?

      Sounds good! I kinda had a feeling based on the description, but figured it was worth just asking. Thanks for getting back to me! Cheers!

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      Yeah, what worries me is that while only "New Games" are indicated as sending out an email, there are things in the second line that do also send out emails, specifically DevLogs.

      A lot of stuff shows up in the feed (like very time you update/edit a project or add something to a collection,) which emails aren't sent for.

      I agree that uploading new files should probably be safe. I think that ends up in the feed, but doesn't get emailed out unless you add a DevLog to it.

      Unfortunately it looks like the documentation isn't totally clear or up to date.

      This article is what I've found officially from Itch so far: