When using free assets, I think it’s important to balance proper attribution with clean credits. Listing the source site and creator name should be enough in most cases—no need to detail every individual icon unless the license explicitly requires it. Adding the license file in your package or on the game’s page is also a good practice for transparency.
stevemarkovick
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Creating a solid MediaKit changed how people responded to my game. I followed a structure like this post suggests—clear description, high-res screenshots, varied poster formats, and a short teaser video. What elevated everything was tracking performance. I used Phonexa to monitor where interest came from, which assets performed best, and how to optimize future outreach. Data made the difference.
I completely agree that filtering by genre and tags is essential for big itch.io libraries. With bundles and years of purchases, scrolling endlessly feels unmanageable. Collections help, but they’re clunky compared to proper search tools. I’d love to see native filters like on the browse pages—being able to instantly find “horror” or “puzzle” games in my own library would make the platform far more usable.
I get the frustration around platform policies, but change rarely comes from ultimatums. Itch.io has been a rare space for indie freedom, and while moderation decisions can be polarizing, outright boycotts don’t always lead to constructive solutions. If we want better support for creators, direct engagement and community-backed dialogue might move the needle more than public burnouts.
I fully agree with the suggestions here—itch.io really needs more robust filtering and sorting. Simple things like excluding tags or creators, or sorting by price and discount, would vastly improve discoverability. I ended up using a userscript to make browsing manageable. It’s great that the community is proactive, but native features would be a game-changer for everyone.
I’d absolutely play a game where you can freely talk to NPCs using AI. It opens up dynamic storytelling and makes every playthrough feel unique. Of course, there are challenges—like tone interpretation and consistency—but if done well, it could be the next leap in immersion. I’d love to see more devs experiment with this beyond scripted dialogue trees.
I just tried the demo — really fun old-school platformer feel! The weapon variety adds a nice layer of strategy, and the level design is challenging without feeling unfair. I like the classic aesthetic too. Looking forward to seeing how later levels evolve, especially with new hazards and weapons. Great progress so far — I’ll definitely keep an eye on the full release.
I’ve been in a similar place—feeling stuck with great ideas but no team or resources. What helped me was breaking the vision into smaller steps and using tools that handle the heavy lifting. For example, I used Phonexa to automate outreach and track responses. For your game, try Twine or Ren’Py—they’re perfect for narrative-driven projects
This thread has been a great read—really appreciate the nuanced takes. I agree that the intent behind using a tool matters. If you’re using AI to generate actual game assets or narrative content, it makes sense to disclose it. But stuff like grammar checkers or traditional TTS seems more like assistive tech than true generative content. It’s a gray area for sure.
I totally relate to the struggle of putting so much into a game and still feeling invisible. The indie space is incredibly crowded, and visibility doesn’t happen by accident. What helped me was focusing more on community building and consistent outreach. I also found Phonexa useful for tracking user engagement across platforms—it’s not just about clicks, but lasting interest.
I’ve had a similar experience with partner bundles, and it can definitely be confusing when communication breaks down after purchase. It’s helpful to document everything and follow up directly. For future campaigns or bundles I run myself, I’ve found Phonexa’s lead tracking system reliable for making sure partner content gets properly delivered and verified through custom email flows.
There are a lot of great suggestions in this thread—especially around improving UX and forum utility. As someone who works in tech and lead management, I’ve seen how platforms like Phonexa approach usability by blending communication tools with analytics. Features like inline replies, visibility into engagement stats, and customizable messaging logic really enhance how communities interact. If itch.io forums evolved with similar user-centric principles, it could seriously boost collaboration for game jams, dev feedback, and more.
Letting them draw characters, choose design elements, or even help with sound effects is such a creative and empowering way to get them involved. I really like the suggestion of keeping things short and fun, like a mini RPG or simple platformer. Even if only a few of them grasp the logic behind how things work, they’re all going to feel proud seeing their creations in motion.
I can definitely see both sides: while upvotes and downvotes can help highlight especially helpful or harmful comments quickly, they also run the risk of shutting down deeper conversations or discouraging people from sharing less "popular" opinions. I personally like the idea of giving creators full control over whether voting is enabled on their pages — it lets each developer decide what atmosphere they want to cultivate around their games.
Transitioning to Google Analytics 4 feels like an essential step at this point, especially with Universal Analytics already phased out.
Also, the idea of tracking playtime for embedded games sounds amazing — it would be incredibly useful for understanding player engagement better.
I really hope itch.io considers implementing something like iframe communication for this; it would open up so many possibilities for better analytics without relying on messy workarounds.