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zhongda8

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A member registered May 20, 2017 · View creator page →

Creator of

Recent community posts

thanks for playing!

Hey, thanks for playing, I just push a fix related to your issue on version 0.0.71, sorry for the trouble and thanks again!

nice quick game

There are some other people mentioning the same issue, I'll push a new build later to fix this. Thanks for playing!

Hi, thanks for the update! Just a friendly suggestion, it might be helpful to provide some queue visibility for users waiting on indexing.

Sometimes it takes a while is a bit open-ended, since "a while" could mean a week, a month, or even longer. Having even a simple way to track progress, would go a long way in managing expectations. It could also help reduce recurring posts like this one asking for updates which ironically add more work for you. Thanks for considering it!

Hello I've read all the guidelines in the indexing page, and my game is out for 10 days and my games haven't indexed yet. My game is available to play on browser but no downloadable build.

Games in the review queue are prioritized by several criteria. The most important is having genuine traffic to the game page coming from outside itch.io. In other words: the best way to get your game reviewed sooner is to share the link around so people come and see it! If you wait for your game to be indexed it's just going to take even longer.

I had tried directing traffic to itch from outside via my socials, but yesterday itch died so the traffic went down 😭, I guess this small traffic isn't enough to get reviewed soon?


Tried contacting support with ticket 374221 a few days ago but no response yet, any idea on how to sped things up? Thanks for the help!
Game link: https://zhongda8.itch.io/matchmorphosis

Thanks! You could wishlists on the steam for the full version so you get notified when it comes out

Heyyy 1st comment thank you for the support! Super happy that you enjoyed it! 

Played the demo, really enjoyed the art, it was awesome. The battle needs to be balanced more though, I could cheese it by putting on a place where there is no enemy and then just put the highest card with most damage. No damage carried between battles might be the reason why I employ the strategy. Neat, remind me of pixel tactics although it's a bit hard since I can't really remember the cards effects without hovering the info unlike pixel tactics

I have nearly 0 experience in blender, so what I did was, loading each image, rendering each sprite one by one and exporting it as pngs, there might be a better way to do it but I don't have a chance to dig deeper in blender yet :P

Thanks for the detailed explanation! I could now have an alpha background to the rendered image, although there is some slight differences on the overall results, see here
https://x.com/ernesernesto/status/1798980072667591007
https://x.com/ernesernesto/status/1799294301941453300
the dirty stitches I think is the really selling point from the first result, it got lost when I tried making the background transparent with your steps, this is with only the canvas noodle removed
https://x.com/ernesernesto/status/1799299020684488773

anyway, thanks again for the quick reply! This was really cool! now if this is can be used with a batch export or even better rendered in real time... this would be way more interesting :)

Hello, how can I make the source image transparent still retain it's transparency? Tried setting canvas tint with zero alpha and black color but result render image would have black color on it, is this only available on deluxe?