I just used the import for my kickstarter backers using the CSV import and it produced the url for downloads for the emails on the table it created. The table that is generated doesn't include the backer name (third item in sheet "Backer Name") and it would be really, really helpful if it did. The key for my game on itch is just part of the reward, so I need to be able to easily identify who got emailed what or add extra stuff into those emails and Kickstarter's backer search on their site searches with Backer Name and not email.
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I want to second this!
I would like to collaborate with other indies I know on smaller games for jams, but I don't like that only one of us will be the project owner. Right now you can add an admin to a project (the third bullet point above already exists) and set the admin user to "contributor" so that he or she appears on the details on the game page, but what I really need is the game to appear on my main profile page as one of my projects. Right now the only way I could find to force that to happen is for the dev that didn't upload the game to add it to a collection and have the collection displayed on the main profile page. This is not an ideal solution when you do a lot of work toward building a specific branding around your work.
The multiple payments solution would be an absolute godsend, but I suspect there are legal things involved. In my opinion, though, I would happily sign a disclaimer/waiver when setting it up for a collaboration project through itch because I want to be able to collaborate so bad. I view my gamedev work as more of an art gig, and artists ought to be able to work together from time to time.
My favorite is Sir Thomas More's Utopia (which is where the word comes from). It is such an ambiguous commentary on society that it is both funny and a horrifying at the same time. There are some nuggets in it that could be adapted to a game. I'm going to have to think about this.
One thing I do is after making a game or two I go through my projects and think about what was easy to work with and what was a pain to work with as far as my scripts go. I strip out the stuff specific to the project in those scripts and put them in an empty project that is ready to go for the next game. For the scripts that were a problem, I spend some time researching new ways to achieve whatever the script was supposed to do. Usually doing that ahead of time before I start a new project.
Do you have any methods or strategies for improving on your gamedev game? Be specific - cause I think any gamedev could say "make more games" and that would be true, but what do you do other than that?
Still a few hours left so hopefully some more entries will get submitted. Thanks to everyone who participated. I am going to play through the games during this coming week. And if you started and didnt finish that is okay. But I encourage you to finish! No matter what you are working on, with every finished project we grow more experienced and better at making games. I know it is a lot of work and sometimes it feels like nobody notices, but it is who we are! I am honored to have jammed with all of you.