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Hello itchy itchers,
Catermeow Goes to College is RELEASED!
In Catermeow Goes to College you play as a caterpillar cat going on an adventure through the forest. You find and throw seeds to help make your way through the levels. Along the way you talk to some demented forest animals. It is a very short game, taking only about thirty minutes to play through the entire story.
This game was made as a collaboration effort by a small gamedev group in Birmingham US over the course of 3 months of diligent work. A lot or hard work went into this silly game. The game is free to play and enjoy.
My vote would go toward Tabletop because it has the broadest use -- there's even a Television show about "tabletop" games. Analog sounds cool, but it would be confusing to some. And Physical games sounds really weird to me.
This is a feature I know that's been requested before on itch. At one point, one of the itch developers previewed what it might look like on the site. Still hoping this becomes a real feature some day.
Oh and to add to my own thought. Itch also has already integrated support with Patreon. A lot of supplement game content creators are on Patreon, so that's a win-win for them using itch to distribute.
An advantage that itch.io would have over some of the other online stores that offer online selling of pdf supplement game content is that itch has an awesome client that you can install and it makes it easy to keep your downloads up to date. This could actually be a really cool thing for pdf supplement material because if a creator made updates or added content BOOM the owners of the product that have the itch client can see there is an update and download without any hassle.
A couple of my biggest projects are digital projects that are meant to be used as utility apps for tabletop RPG games. How about "Tabletop Utility" for that tag and category. My projects have never felt right being labeled as just "Utility" on other app stores because usually "utility" apps are things like flashlights and calculators.
Other ideas for this classification of games and related apps.
- print-and-play = a game that can be printed on paper and played.
- tabletop game = a physical game played around a table with friends. Examples: board games and card games.
- tabletop RPG = a physical game with rulebooks and guides where players role-play characters.
- tabletop utility = a utility application meant to help with or be used with tabletop games.
- tabletop materials = digital or print-and-play supplementary materials for other tabletop games. Examples: maps, premade characters, premade adventures
And a special note about license information because I know it could come up. Wizard's of the Coast, which owns the official Dungeons & Dragons product, has their own digital store for selling homemade supplementary materials. Their rule on this is that only materials published through their official store and sharing revenue with them can "tag" themselves and promote themselves using the label "D20". So that tag is strictly off the table, though you see it being used a lot when it shouldn't be. Similar is using the words "Dungeons and Dragons" or one of the other similar games that may be owned by a different publisher. That's why some tag their materials as "5e" which is short hand for 5th edition, but even that is a little on the line with how they specify their rules. "tabletop" is the safe tagging category, though it does encompass more than RPG games. I guess "tabletop" would be the genre category you mention.
Maybe that is possible but it would be good if it were an official & obvious feature on the store page that the buyer understood. That would add a little incentive to buy games using this option early on.
My friend came up with this idea and I think it is excellent, so I am posting it here with his permission. This is an idea for a pricing model for games that I really think could work for indie games.
I wish itch.io would let you do sliding payments (is that what they're called?). For example, you put your game out there and the first person who downloads it pays 10 cents, the next person pays 20 cents, next person pays 30 cents, etc. Early adopters / reviewers get a free ride, and leave comments about whether or not it was worth it, which increases potential value and makes the next person more willing to pay more. There'd be a maximum cost like $5 that it would build up to, and by the time it gets there you'd have a lot of people who played it for cheap and left good reviews.
The MegaBus pricing model.
I would use this if it existed. :P
You might want to contact the itch support if you're not seeing it. I was able to access mine. I had the button on my page exactly like your first screenshot. You are looking at the right page.
I'm pretty sure she's a genius. Just wanted to post that here so she'd know it was recognized.
Reasons The Haunted Island is the work of a genius game developer
- The dialogue is sequenced together in a cinematic way to perfection. That doesn't just happen in a game. Even with lots of work, it doesn't just happen in a game. You have to not only program it, but have a vision for how each character is positioned. It is as much camera maneuvering as it is planning and coding the camera animations.
- The dialogue text is brilliant. Each character seems unique and has a personality. Each line is surprising.
- Grace's characters are a world specific to her. There is a goofy logic in her world and it's never been more on show than in The Haunted Island.
But the biggest reason I think this game is the work of a genius, from a game development perspective, is I can see how the vision for this creation was a carefully aimed shot at achieving something ambitious and great with the limited resources of an indie author.
It is something I think about all the time and it is never clear on what game to make, or who to involve, or if the scope is too large and you'll never finish, or if it's too small and the game ends up kind of small and lame, or if it is good enough to make money, or this, or that, and it goes on and on and on. What I'm trying to say is when you make indie games you got to realize who you are and what you have and you've got to aim at all of those targets at the same time and it's nearly impossible to get it right. Grace did it.
The game is genius and I hope it funds her making lots more games.
One other thing to check is your preferences for your account. There is an option to allow your games to be downloaded for free by media affiliates. I think that option is turned off by default, but maybe you turned it on at some point?
Idea from the real world. A friend saw my sales goal on one of my games. I usually set a low goal if I do a 100% price drop to try and encourage a couple tips. My friend asked me what happens if the sales goal is met and I realized I'd never thought about that but it is a good idea.
Maybe itch sales need an optional addition to sales' goals where a developer can add some driving motivation behind the sale. Like, any of these kinds of ideas:
- Help me get to $10 and I'll do a behind the scenes video
- Help me get to $100 and I'll add/unlock a secret character in the game
- Help me get to $X and I'll be able to upgrade the character models
Hello itchy people,
I have launched my Halloween creation & it is on sale for a limited amount of time for free. This is an interactive ghost story. Around the fire, you can hear the entire tale and if you are brave you can wander into the forest. This is based on a story I was told as a child and it terrified me, though later I told the story and it was met with laughter. I will let you be the judge...
Hmmm. Any of those ideas could work. If you did it on the island, what if you had vinyl records scattered about and a vinyl record player somewhere. If the player takes the record to the player it plays the audio.
I had an idea for something to add to dreamberry island. I am really curious about some of the dreams, like what is going on with those popcorn cows or those floating purple balls? What if you asked the gamedevs behind each dream sequence to record themselves talking about the dream in his or her actual voice. Then in the game while in that dream world, the voice plays. I thought I'd share my idea. It would be really fun to hear other gamedev's voices in a project like this.
This is trance inducing. One area I entered had almost no movement and the music was ommmmmmmmm. I just stopped and stared. This game is not to be played while driving a car or operating heavy machinery.
I want to say thanks to the developers behind itch. All of them.
I have used about every other game dev portal for uploading content and game builds now (Google Play, itunes, windows, mac, amazon, + others) and itch is by far the easiest to use. Like, it is not even a competition. If it were a 100 meter dash, itch would run past the competitors so fast that the competitors would die from a shockwave about half a meter from the starting line and itch would be at the finish line drinking a cup of lemonade and be like, "huh, wonder what happen over there?"
Seriously... I really appreciate it.
I just uploaded a new build of my game Vulcan Sacrifice and I want to talk about why this is different than most of my other projects. It is more than a new build. Originally, this game was made over a year ago for Vulcan Jam 1. Most that played it liked it and offered positive feedback. Vulcan Jam 2 ends today. My idea was to remake the game and improve it and add the final chapter. That is what I have uploaded today.
This game is about a character named Bart Waffles that seeks out Vulcan (The god of volcanoes, forges, and fire) to ask his aid in preventing a volcano from destroying his town. It is a platformer, five levels total and a boss fight.
There is more to it than that. I have made a lot of jam games now. And I have made a lot of games outside of jams, including some medium-sized projects that went on for months. I worked harder on this project and put more of myself into it to than I can really put into words. I don't expect many will buy it, because it's a jam game that has a price tag!? but yes, even though this is a jam game, it's one of my best games and I put my soul into it. I hope somebody gives it a chance beyond those that bought or got the original version during sales.
~ Tartle Wizard
Day Two of my work. I've remade level two. In the original version, every level was the same, just with different enemies and colors. So, this isn't exactly a "remade" level, this is a completely new level. I also added spikes, bridges, have made some changes to how music and sound is mixed in the game, and other things.
I had time today to wade in on my game. I am reworking my game from Vulcan Jam 1 and am adding the final chapter. There were some lessons learned after making the game the first time. This time, I am trying to correct those mistakes. Today, I got mostly through reconstructing the first level using Unity's tilemap system and added some nice effects. I removed the annoying blind drops from the original level design, I optimized some code, am working on a more pixel-perfect camera. And, maybe some other things.
I jotted down many ideas over the last few weeks and I finally came to the conclusion that the most logical thing for me to work on was Chapter 2 of the game I made for last Vulcan Jam. Most people that played Vulcan Sacrifice seemed to enjoy it a lot, so I think if I rework the first levels and add the final chapter it might be good enough to put it on steam. At least, that's my goal. Not a tradition jam game, I guess, because it builds off an existing jam game, but that's what I'm planning.
I started sketching out some art tiles to try and get more ideas on what Chapter 2 is. I have some ideas, but it's not as formed as I'd like.