We'll also update public version from time to time, but updates on Patreon will be more frequent, and not all changes will be made public.
Xentiox Games
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Here's the short answer:
Withdrawal availability. Patreon operates in more countries than Itch.io. We know this because someone donated to us via Itch.io - and we simply can’t withdraw that money. It’s just sitting there. And that’s the most critical issue.
Other reasons:
1) The platform’s popularity. A while back, we posted a banner asking for support via BuyMeACoffee.
Not a single donation. Zero. Meanwhile, Patreon is already performing quite well.
2) We’re not just game developers. We’re also artists. We have platforms on various websites where people already know what Patreon is (because they support other artists), but know nothing about Itch.io. By using Patreon, we can attract them as well - something we wouldn’t be able to do here. So yeah, gamers not our only target audience.
3) I’m not entirely sure about this one, but I think Patreon has lower fees?
4) Itch.io isn’t stable. More than once, I’ve wanted to share my game while chatting with people, but at that moment, Itch.io was down. And it was down for a long time - about 7 hours. As far as I know, that never happens with Patreon.
5) Itch.io imposes a shadow ban on games with 18+ content. As far as I know, unless you specifically search for our games by title, you won’t be able to find them.
Some of the negative stuff I ran into:
> My mouse was not bound to the play zone resulting in troubles aiming
I think you could press Esc to switch to full-screen mode, which would help with that
This issue shouldn't occur on the PC version either. As soon as the voting ends, I'll release the PC version
Oh yeah, we originally had the idea that you could capture any of the three types of enemies, which would change your starting health, but we wouldn’t have been able to implement that in a week because of the extra workload it would have placed on the artist
And yes, we also had the idea that when you’re losing at the start, you’d throw yourself off the enemy’s head, but again, we couldn’t implement it due to time constraints
Thanks for the review!
Thanks for the review! Some of the issues you mentioned are indeed due to time constraints. I don’t think the game is particularly “difficult” to beat. Maybe it’s a matter of taste. I play a lot of boomershooters, so the game was very easy for me. I’m surprised that so many people find it difficult (My friends tested my game too, and they didn't really complain about the difficulty)
Here’s an example of one of my playthroughs
I can’t add the PC version until the GameJam voting ends, but I’ll add it then
The game feels fine to me, and it plays just as well in the browser.
You can check it out in this video here.
But I'll upload the PC version as soon as GameJam is over (I can't do it right now because of voting period)
The game feels fine to me, and it plays just as well in the browser.
You can check it out in this video here.
But I'll upload the PC version as soon as GameJam is over (I can't do it right now because of voting period)
Thanks, I'm glad you enjoyed it. If you're curious about what happens later in the game, here's a walkthrough video
Plus you can see here how I usually play for example
Thanks, I'm glad you enjoyed it. If you're curious about what happens later in the game, here's a walkthrough video
Sorry for the long reply, such a great review
We are thinking in infinite mode to add bosses repeatedly, but it makes more sense for the story that they will still be once. For more variety I think it would be better to add more new regular enemies, but we don't plan to do that right now
Character upgrades are also planned, namely we planned that each boss will give us some kind of upgrade, but we didn't have time for that, so we limited ourselves to a large amount of gold.
Glad you like the project! :3



