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hechelion

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A member registered Sep 22, 2018 · View creator page →

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For specific help about a game, it is best to ask directly on the game page.

You can do it from the comments area at the bottom of the page.

By writing there, it is possible that the developer will answer you or that your message will be seen by people who know the game and it will be much easier for them to help you.

Greetings. Itch does not have any API or cloud system for saving games.

Each game and developer is responsible for the save code of their games, as you will understand, each game is different. If you have a problem with a game, it is best to consult directly with the developer of that game.

Web games usually use 2 ways to save games, either they use cookies or they use localstore. In both cases, the game is saved on your computer and not in the cloud.

You mention that this happens to you with all games, that makes me think more of a configuration problem on your end. Maybe some security or privacy setting that clears your localstore.

You need to contact support:

https://itch.io/support

Greetings.

The Itch search engine always returns only one page of results.

It's not that your search has only one page, there are surely many more, but the search engine only shows one, always.

I don't know much about how assett works, but from what you say and being a new account (19 days old) and uploading several assets created based on AI tools, it is very possible that your pages are not yet indexed. I clarify that this is my assumption.

I recommend you read this:

https://itch.io/docs/creators/getting-indexed

I want someone actually play my game now :(

If you want to publish now, put your game on an external server like mega or drive and use the external link option in Itch.

It's not optimal, but if you're in such a hurry, it'll work for you.

1-

This is called redundancy, normally the same provider can offer it to you, since they usually have several data centers around the world, but it is more expensive and it can always happen that something fails.

Having everything replicated in 2 companies is obviously twice as expensive.

Maybe for you, having and paying monthly for 2 ISPs is not significant, but deep down, you are burning money, because a single ISP usually works over 99% of the time, so only 1% costs you 50% of your internet account.

Paying an additional 50 dollars a month is not the same as practically doubling the costs of a company in an area ;)

2-The best thing is the experience, create your own data center and sell the service to Itch, if you can do it better and cheaper than what they currently have, we will all thank you.

3-

Maybe they pay for more redundancy or you haven't noticed their downfalls. I personally don't find Itch to have been down long enough to be annoying or worrying.

What level of knowledge do you have about how the Internet works?

1.-
Itch contracts the server service to another company. If the other company fails, the Itch staff cannot kick into said company's data servers, point a gun at the technicians and force them to repair the server.
If your internet operator fails one day. What can you do? Do you open the junction boxes on the street and try to repair them yourself or wait for the company you pay to send a technician who can check and repair the problem? It is similar.

2-Of course they can, but in the years since the Internet has existed, it is much more expensive and complex to build and maintain your own data-center VS hiring the services of a specialized company. And I anticipate your question. Normally this model causes your services to be down for longer than when you hire the services of a specialized company.

3-I wouldn't know what to tell you, I haven't seen Itch be down longer than other companies of similar size. It is true that Itch hosts more than a million independent games, but only about 25,000 paid games, so as a billing they must be far, far below monsters like Google, Apple, etc. If you have the income of Google, you can pay for more redundancy than a small company.

Actualmente hay un problema con los servidores donde se aloja Itch y aún hay problemas para interoperar con otros sitios, por ejemplo, para pagar.
Vuelve a intentarlo más tarde.
************************************************************

There is currently a problem with the servers where Itch is hosted and there are still problems interoperating with other sites, for example, to pay. Try again later.

I think it refers to whether the itch app has an auto-save feature in the cloud, like Steam has.

If I understand correctly, the answer is no.
Itch does not incorporate any backup mechanism for game saves.

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They are a digital store, so it is normal that they have MOSS.

Personally, I think they mean that they allow you to sell rewards, not that they are a physical store that sells rewards. In other words, it is up to you to deal with the hassle of import taxes.

In all the years I've been on Itch and its forum, this is the first time I've seen this question and it doesn't seem strange to me that they don't have the document you're requesting, but I don't work at Itch.

I wish you luck, I hope they have the document you need and the staff responds to you, but if I were you, I would look for a plan B in case Itch does not have an IOSS.

I think it is a store number for imports to the EU

As far as I know, Itch is a digital store from the USA, so I highly doubt that it has the papers to import physical products to the EU, that is, I doubt that it has an IOSS, but it is best that you ask support directly.

Your game is indexed, otherwise it wouldn't appear in any searches, so I don't see any errors or anything you can do.

It is simply the way in which the algorithm is programmed, there are no public details of how it works, except that it is optimized to search for complete titles and not partial titles, hence it does not behave as you expect.

Even so, if you think there is an error, you should talk to support or the admin, who are the only ones who have access to review the search algorithm.

It is difficult to answer because what may work well for one person may not work well for another.

But my personal recommendations.


First, find a community of developers in your language. This way you can communicate more easily with people who have experience.

Second, don't create a team with friends just because. Normally friends are usually enthusiastic and supportive at the beginning, but creating games is a job that ends up consuming a lot of time. Most people end up losing interest (I'm not saying that it will happen to you, since all people are different, I'm just telling you what commonly happens.)
From what I understand, creating games is your idea, not your friends'.

If you don't have any experience, try joining a JAM and collaborating on a team (you can try participating with your friends), that way you can quickly learn a little about the basics and how complex it can be to create a game. JAM are usually focused on a topic and with a time limit, which will help focus on something specific.



Personally I would never pay for a tutorial, these days it's full of great free stuff if you take the time to look and that money can be used on something more useful like licensing music, code or art which can be much more useful .

Personally I would not use unity3D, that is, if you consider that it is the best option for you, go ahead, but I have the impression that you have not done the home work. I recommend you look at the pros and cons of the most popular engines and choose the one that best suits your needs.

A final warning. The video game market is oversaturated, don't expect to make money creating games easily or in the short term.

This forum is usually answered by the community, not the staff.

If a bug occurred in your jam, the only ones who can help you solve it are the staff, what you should do is contact support and you can enter the ticket ID here, so if the admin sees it, it will be easier and faster for them to help you .

Correct me if I'm wrong, but the Itch app is not compatible with phones, neither with Android nor with iOS.

An alternative is the official Itch application, it supports several languages and is translated by the community.

I don't understand if this is a suggestion to a particular person and you're on the wrong channel or if it's something general for Itch.

If you put it in a general way, this is actually how it should work, you create one page per game, which only shows the files of the latest version. The vast majority of games on Itch.io work like this.

The problem is that Itch does not force everyone to do that and some developers create a page for each update, something that is annoying for users and that many of us consider bad practice, but I understand that it is not prohibited and in the end It depends on each developer.

Suggestions and ideas go better on the channel ideas-feedback

However, I don't quite understand your suggestion. I imagine you are referring to translating the purchase pages or the original documentation of the website, because the Itch application supports different languages and you can upload the games in languages other than English if you want.

Personally, I think it's always good to have more options, but I don't agree that it's a problem. If you're going to develop games and distribute them on a website like Itch, you need to have a basic knowledge of English, and today it's full of tools. that translate web pages in seconds.

If you check the forum you will see that the topic has been discussed many times.

Not all games are manually reviewed.

There is no official explanation of the algorithm that passes a game to manual review.

If your game does not appear, it is because it is waiting to be manually reviewed and the only thing you can do is wait.

how long does it take?

Normally between a few hours and a couple of days, but can last up to 2 or even 3 weeks.

Normally if you ask before two weeks, you will be asked to wait.

Which is better, chocolate ice cream or vanilla ice cream?

No one can give you an objective and unique question, because PVP and PVE are not comparable values, they are different approaches, one focuses on making people compete against each other. The other, in making them cooperate.

As they are different approaches, some people enjoy one more than the other, in the same way that some people prefer vanilla while others prefer chocolate. The decision you make will attract one type of people or another type.

But neither decision is absolutely better than the other.

Personally, I think that PVP is much more complex to manage as a developer, because people who cheat can ruin the experience for the entire community and lead to the game failing.

On the other hand, in PVE, you can always implement private servers, so that a group of friends can play with each other and thus avoid people who cheat, something that does not work on a PVP-focused server.

What I do recommend is that you read a little, analyze how MMOs work, there is a lot of information floating around on the internet that could be useful to you.




By the way, I don't know what you are basing it on to say that 90% of games have online support, it seems like an exaggeration to me.

Of the 970,000 games indexed on Itch, only 18,000 have multiplayer, that is, 2%

On Steam, of about 100,000 titles, only 16,000 appear under multiplayer.

Many games have local coop and use tools like steam remote play or parsec. So really the number of games that natively support an online game are less.

Depends.

Itch has 2 ways to sell.

The first is that you pay Itch directly, the information goes to Itch and it only delivers the basics, such as the email, the transaction ID. If at the time of purchasing, the seller is Itch, then you can rest assured.

The second way is that the game is hosted on Itch, but it is not sold by Itch, otherwise it is sold directly by the owner of the game. At the time of purchase, the seller's name should be different from Itch.

In that case, you are paying the seller directly

You can't find a report button because that is not a game page. If not, a development blog that that person is camouflaging as a game page.

Note that in Itch the game pages have the following format:
<developer_name>itch.io/<game_name>

Instead, that page url is different.
itch.io/blog/733795/my-shameless-stepmom

You're right, using the steam API is optional, but anything you want to do, like achievements, requires you to integrate it into your game and if you're going to publish to steam, you want to make use of certain features like achievements.

It is difficult to explain, because there are many possible causes, as @redonihunter told you. Furthermore, many are personal.

1. To publish on Steam you need to integrate its API, so you need to have 2 versions of the game, one with the Steam API and another without the API for it to work in Itch. Some people prefer to focus on just one platform and steam is usually a better place to sell.

Some independent developers are afraid of publishing their game without DRM and that is why they prefer not to publish the full game on Itch and only the demo.

Some have never thought about publishing on Itch, but they use it only as a form of promotion and that is why they only post the demo, etc.

2 and 3. This is more complicated, in some cases there are legal reasons, for example, it happens that the publisher is not the creator/owner of the game. It may be that the contract expires, that the publisher closes or is bought by another company, forcing new contracts to be made, which if the original owners cannot or do not want to sign. So the game can no longer be sold.

In the real indie world, many developers sometimes use copyrighted content and are forced to remove the game.

I have seen many developers who prefer to avoid problems and stop offering the game, either because of criticism, or because of some controversy (there are many people who make disputes over very simple things, like a game not having a certain option or if it does have one).

There are people who leave the project aside because it didn't go as well as they expected or because of personal problems and they prefer to delete the game.

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First, you need a paid project, or at least one that has a file with a price.

In your Dashboar -> promotion tab -> Create a new sale or bundle -> Earnings goal

ps: I don't know if it can be done with games that only have free content, since when creating the sale, you can only mark projects that have a price. But you should try or add a file with a price to the project that serves as a thank you to the one who helps you reach the goal.

At the bottom of the game, you have an area to leave messages, by default, if you write there, he will receive a notification.

Although it is public, it is a more specific area.

I'm assuming you've already looked, but many developers put their contact information, such as social networks, in their profile.

PS: If I have misunderstood you, and you are giving feedback on the platform, then it would be best if you wrote in the section ideas-feedback

Renpy is not unity, and its operation is very different


Renpy has tools to export texts to files that can be translated, the problem is that the ID of each line is generated as a hash of the original text.

If you try to create the translation in the middle of creating the game, you often run into problems with IDs, which means having to repeat a lot of work.

On the other hand, if you do it when the game is finished, you will save yourself a lot of headaches.

Hi.

This forum is usually answered by the community, and I highly doubt that any of us can give you more information than you already have, other than speculation.

Sometimes the admin reads the posts, he could give you more information, but it is best that you add the ID of the support ticket.

If not, you can try contacting him on the Itch discord server, remember to add the support ticket ID.

The question is not stupid or philosophical, in fact it is a very recurring question when you try to sell a product and it enters more into the field of marketing, perhaps that is why it does not seem very useful to you, but it is very important.

Basically the idea is to look for the strengths of your product, for example, look at the war between the SNES and the Genesis and the famous "blast processing".

When you ask yourself the question, you are trying to find the strengths that make your product different or interesting. Of course, this only makes sense when you are talking about selling your product with respect to what already exists on the market, something that many times as amateur creators we do not consider, normally we program games for the challenge or fun, or sometimes, because they are aimed at a very niche audience, which is not covered by other games.

Don't see the question as a way to question whether or not someone is going to play the game, but rather as a tool that looks for the strengths (or sometimes weaknesses) of your product.

I am not an expert in the Itch application, but I remember reading some similar posts and I think that currently there is no way to import games.

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That is not a simple question to answer, the market is not simple to understand.

For example, "call of duty" is a fairly expensive game, which requires an Activision account and many people are not going to play it, but they would play a historical FPS if it were cheaper or without DRM or the need for an account, etc.

Simcity was the reference city builder many years ago, but it made bad decisions that many people (including myself) did not share and I stopped buying them. When skylines came out, despite being very similar, those details were decisive, I have never bought a new Simcity since skylines came out.

These are just examples of how small details alter how a person sees a game.

It is true that many players think that games like "call of duty" are the best war FPS, but they forget that this is not true for everyone, there are other niches of player that will play a war FPS if it offers something different For example, a lower price, not having DRM, even a certain aesthetic, mixing genres, etc.

Normally finding these types of details is complex, you must resort to market studies, something that is out of the reach of an independent developer.



Ask the next question.
Why are you programming a WW2 FPS?

If the answer is because you want to learn or you have fun doing it, then you are not interested in competing with "call of duty", your goal is to achieve a good game.

Maybe you would like a WW2 FPS that has a lot of real story and interaction with NPCs. You will never be able to compete with Call of Duty, but you will find other players who share your vision and enjoy your game.

If you want to make a game that is popular and sells many copies, then before programming a single line, you should do studies and look for information on how to compete with the other similar games.

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I think the problem is that Itch classifies RPG as a genre and not as a tag.
Try this:

https://itch.io/games/genre-rpg?exclude=tg.erotic

I understand you.

I can't speak for the staff, but the feeling is that the staff is very small for the number of people and games that request support.

It makes sense when you look at the fact that there are almost a million games indexed and only about 25,000 are paid.

He is asking how to exclude the "erotic" tag.

You, on the other hand, are angry because some developers do not label games correctly, making it difficult for people to properly filter the content and I totally agree with you on that, it is very annoying.

The difference? Look at your answer, you don't comment that some games may be mislabeled, if not, you state that that configuration doesn't work.

If you search for role-playing games, and you find 100 erotic games, if you apply the filter, you will eliminate 99, the one that remains is because the developer did not label it properly, but the filter works because it eliminated the other 99.

If you find games with adult content that are not correctly labeled, it is best to report them.

The problem is that each developer is responsible for labeling their games, if they don't do it correctly, it is impossible for the filter to work as expected.

If you want to complain about that, it's best to make a new post instead of hijacking someone else's post who is asking a question.

Additionally, you can exclude a single tag in your searches, as explained in this topic. https://itch.io/t/160014/can-i-use-exclusion-filters

Under setting you can uncheck the "Show content marked as adult in search & browse".  Any content that the developers have marked as adult will no longer be shown to you.


Additionally, you can exclude a single tag in your searches, as explained in this topic. https://itch.io/t/160014/can-i-use-exclusion-filters

The page does not say that it is only exclusive to paid games. It's just the most common scenario.

Every game, whether free, paid, downloadable or played on the web, can be reviewed manually by a moderator.

Note that not all games are manually reviewed. The algorithm that decides whether you will have a manual review or not is something that has never been officially discussed, there is nothing you can do to avoid it, simply if it happens to you, wait a reasonable amount of time and then ask here or directly with support.


There are also some scenarios where your page must be viewed by a moderator before it can be indexed. The most common case is for new sellers: If you've just created an account and you're selling your first project, then your published page is placed in a queue for review. We generally review these within a few business days after a project is published. Although your page may not be indexed during this time, it is still published and fully functional via your profile and URL. We appreciate your patience for this step. Established sellers with no history of issues will skip this review step and will be indexed immediately. If you have any questions or need to be expedited, then please contact us through our support page.
There are a few other automated checks (e.g., our spam detector) which may delay your page from being indexed, but these are generally pretty rare. If you find your page isn’t immediately indexed, then we ask that you wait a bit before reporting it. As always, a published page is fully functional and accessible directly by URL and from your profile. We recommend immediately telling your audience about your page as soon as it’s published, even if it may not be indexed yet. This will help you surface in our browse pages when it does become indexed.

What they say is precisely to make it easier for you to find a solution.

Itch has over a million games, when asking on the Itch.io community channel you need to find someone who knows the game and then can answer you and that's difficult.

On the other hand, if you ask on the game page itself, the message will be seen by people who have played the game or the developer themselves and it will be easier for them to help you.

Do you realize that you are responding to a post that was written a year ago?