Recent community posts
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.
very specific but oddly enough, this would work perfectly for an idea I've been thinking about for a long while. If I ever get around to making that one I will definitely be coming back to this.
I'll check out the championship. The station this game is going on for the event I am setting it up at is a big touchscreen. Thanks for playing :D
I am working on another build that makes some adjustments.
I hit publish on a small, new game. It is called Get to 88. The inspiration should be obvious.
This was made for a local indie game arcade station I am helping set up for a scifi/fantasy festival event. The station is going to have a selection of games on it made by friends in a local gamedev group I meet up with monthly.
Hopefully somebody gets a kick out of this. Get to 88 MPH and get a surprise ending :D
I have now spent a good many hours playing the game and I love it. I'd say if you like the idea of a rogue-like mixed with an endless exploration of the weird then you ought to enjoy Moonquest a lot. You have limited lives and sometimes you get unlucky and it's game over, but within seconds you're back to exploring a completely new & weird world. That you have limited chances before you start into a new world is probably my favorite thing about the game. It's not an endless exploration of a single world, it's like sitting down to a completely new challenge every time.
Hey P4thog3n, can I include Vulcaan City Protector in a local game station for an event at the Hoover Library? I'm not sure if you saw the conversation in the slack group but we're putting something together.
hey Capella, There is an event happening at the Hoover Library July 27th - 29th and I'm loading up a game station with some local games so that people can try them out. Can I include Sand Cat?