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William O'Connell

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A member registered Jun 13, 2017 · View creator page →

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I'm still in high school, and GDC is on the other side of the country from me, so I wanted to take a moment here to thank the Itch team as well as everyone who's given my game a shot since it launched.

In August, I first launched my weird online puzzle game Subtext. It was slow goings at first, but I got a few really positive reviews and now sales have started to pick up. I originally chose Itch.io as a platform because I knew they had low payout minimums and I didn't know how many people would actually want to play a game entirely though text messages. That fear was apparently unwarranted, but I'm really happy that I came here because it's a fantastic community of indie devs.

I never would have thought to have the option to add a tip to the game price, but it's a great idea and it's gotten me free revenue that I would have missed if I tried to process payments myself. Big thanks to everyone who's played Subtext, and I really hope you enjoyed it. The game has now sent out more than 40,000 text messages.

I can't seem to get past the first level. Graphics seem cool although its sort of hard to tell how close the ball is to the edge of the platform since the platforms are hard to see and the ball has that particle effect on it.

It's a very calm game, but the actual puzzles get difficult pretty quickly, so there's definitely a lot of gameplay here. If you like the demo it's a no-brainer for $2.

The spiral room is awesome. Thought the part right before where you have to keep walking in the dark was sort of annoying though. Looking forward to seeing more of this!

How precise are the sort options on the games page? For instance, if you pick top selling, is the 3rd game from the left the game with exactly the 3rd highest number of purchases across the site? Is it over some time range, or lifetime? Trying to get a sense for how my project is selling compared to similar games on the platform. Thanks!

Yeah, I was in FF, seems like it works in Chrome. Nice job!

Looks really neat! The control doesn't seem to be working for me though. The buttons show up and everything but no matter how I touch or tap the screen my dot just goes in a straight line.

Ok, admittedly this isn't really a release announcement since the game has been out for a while, but I only just now learned about this forum so here we go. Subtext is a puzzle game that plays out over real text messages, phone calls, and emails. You don't play as the main character, you are the main character.

So far reviews have been pretty good.  Michael Andersen from ARGNet said "If you’re interested in learning more about Subtext, play the demo. Even if you don’t think you’re interested in the full experience, play the demo: it’s that good." Speaking of which, you can play the free demo here. If you like what you see (read?) and want to play the full thing, you can buy it from the Itch.io page.

Wow, thanks for the video! It's really cool to get to see how people react as they play it. Glad you found the easter egg with the website at the end.

Don't trust anyone!

(1 edit)

EDIT: This has been resolved, and very quickly at that! Game is great, mechanics are clever as always and the updated graphics are sweet.

Bought the full version but when I run the exe a window opens and then disappears. I can see that it's still running in task manager but it's not using any CPU. (I'm on Windows 8).

Yeah the shooting looks and feels really powerful.

Yep, the lite version works great! This is really impressive. Definitely has the warioware vibes. The faces the pancake flipping guy makes had me in stitches.

In my opinion it would be better if all control methods used the same set of icons (directional arrows would work). As it stands, if I want to play with someone else, they have to learn the game using a different set of symbols, and if they go back and play it single player they'll always use letters even if they used numbers before. It's sort of confusing.

Didn't work for me. Ironic, given the name. Looks cool though!

I really like the music. Game is simple but it's clear that some effort went into it.

Seems sort of unfair to me, occasionally spikes would appear for instance in a line right in front of the exit, at which point there isn't really anything I can do since I obviously can't jump down to there but if I stay on the playform a spike will appear there soon enough as well. Obviously this is harder to program, but fewer, more cleverly placed spikes would be better than large numbers in obvious roadblock configurations. That said, the visuals are awesome and I quite like the AI character (although I guess he's not terribly unique). Excited to see where this goes!

Cool game! One technical issue I had: the embedded player on the itch.io page cuts off the edges of the game, so I had to fullscreen it in order to see the timer. There might be a setting you need to change in itch, if not you could put a message to remind people to fullscreen.

The background audio is awesome. Very creepy. You might be able to cross fade the end onto the beginning so it doesn't fade out when it loops, although that's a minor gripe. The gameplay was engaging, and it definitely had the feeling of being slowly overwhelmed by a horde of zombies. The graphics were functional (I like the font choice) but I think you could do a lot more with the art if you wanted to. Some shadows or other lighting effects would be neat, as would more variation in the zombies. I wasn't really sure what the spike ball things were.

I beat the game on my first try, so perhaps it could be a touch harder. Keep it up!

This was really weird. I quite like the art, although I got pretty motion sick after a while (which doesn't normally happen to me). I got stuck wandering around for a long time before I found the ending, and I don't really feel like I understood it, so I'm a little bit dissapointed I guess, but I don't regret playing it. I just wish more of the mysteries got paid off. I feel like some aspect of this probably went over my head.