Kidding. How's everyone's last day going? Everybody ready?
Once your game is compiled, you should end up with a z5 or z8 file (if compiling to a z-code file) or ulx or gblorb file (if compiling to Glulx). I suspect you'll have a gblorb file. Just upload that file to your itch.io game page and provide instructions on how to run it using an appropriate interpreter. See ifwiki.org for a list of recommended interpreters for various platforms.
In the longer term, you can look into providing a browser playable version using Parchment. Instructions to do this are available in the Inform 7 help, but the templates and other files that it uses are out of date. Do a search for Parchment on intfiction.org and you should find some more up-to-date instructions.
Me too, uh, four. Jade helped me with a couple obvious things I should've seen and a couple really useful features to have. I'm grateful for Jade's help, for sure.
Because as silly as I feel when testers find bugs, especially ones I should've seen or even said "you know, I should do quick engineering testing on that" (and then don't,) it's a relief to know there's that much less I got blindsided by.
When someone else slugs through some opaque stuff to point out things that'd be useful, it isn't just about the bugs fixed--it's about the mental energy saved and redirected to maybe adding one more cool thing.
I took a nice long bike ride a few days ago. I was sick of staring at a computer screen, and I thought maybe activity would help me focus.
It did, but I needed a day's rest first. Which almost defeated the purpose.
In all seriousness, these sorts of deadlines do get me going -- it's just there's an optimal amount of stress we need that really helps us write productive, relatively bug-free code.
I feel like I should and could have done more for a chunk of time between (looks at repo commit dates) May 16 and June 21, but my testers gave lots of good feedback that let me implement some low-risk, high-reward stuff.