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Evolutionary Games

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A member registered Jun 06, 2016 · View creator page →

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Are you prices fair? Sure, who's to say they're not.

Will Indie developers pay that? I doubt it, most are on tight budgets (as seen by the quantity of unpaid vs paid requests on itch.io).

Is it market-related? For a commission, perhaps. For an asset pack, no. It's far above the market.  

I can pay $2 - $15 per character that is rigged, comes with animations and is pre setup in Unity at the Unity Asset Store.  You're charging $80 per boss character with fewer animations, and I must set it up myself (which is no big deal for 2D, but it is an extra step).  

Perhaps have a look at Fiverr. You can see what other artists are charging and whether they get much work.

My opinion is:  If you are already charging for the expansion, then you should disclose that the expansion is in development so people know what they are buying. If someone thinks they're  buying a completed game, and some features are missing, or there are bugs, they may ask for their money back, rather than wait for you to fix those issues.

It will probably be more effective to market the game on social media or discord and offer the full game for free in exchange for beta testing and providing feedback on the prototypes.  

  • If your game earns anything, it will be shown on your dashboard both under earnings and in the top summary.
  •  You only need to complete the Tax Interview once you qualify for a pay out. 
  • When you request a pay out, support will most likely activate the function on your dashboard and let you know .
  •  You can only request a pay out when the amount you will receive equals $5 or more.
  • You'll qualify for a pay out probably once you receive about $10-$12 the first time because itch.io's cut, payment processor, and the one-off tax interview fees are deducted.  
  • On future pay outs,  only itch.io's cut and the payment processor fees are deducted.

Candy Crush is a match-3 game. There are thousands if not millions of match-3 games out there. There are also match-2 games. They are all variations of the same theme - and the makers of candy Crush were not the first. I'm not sure where the concept started, but it was around long before mobile games - mobile smart phones - were even a thing.  I think Bejewelled by PopCap was one of the early popular releases in the genre.

If you're making a match-3 game, please go ahead. 

If you're making a candy-themed match 3 game and your graphics look like Candy Crush, then you may need to reconsider and change your graphics to something else. 

The thing with games like Candy Crush on mobile is they capture their audience, and get them to just play their game. They release new levels etc. every few days. They have gimmicks to retain their audience. If you're designing for mobile you may struggle to break into that market.

On the PC casual game side,  where match-3 is very popular, people often release a game say with 60 levels for someone to play (often with a story line). And they will perhaps play the game once or twice and then buy / find the next game. That creates a market for these games. 

Keep in mind Itch.io does not have a ready market of players willing to snap up every game. 

With your early-access scheme, unless you have a strong network or following elsewhere that you can bring over to itch.io - you're unlikely to sell much (if anything at all). This is a reality for many of us developers.  Our games just get lost in the ocean of games. Having a partially made game might make it even more difficult for you to get players' attentions (or money).

Sed should be Sad: I assume you mean sad and happy.

The final puzzle you match the word refute with itself. It's also very difficult because some of the words are synonyms and so it involves guessing what you matched, rather than knowing what the English words mean.

It's a cute concept, but I would not replay the game, because it always follows the same pattern. The words or their positions would need to change for someone to want to play the game again.

This track (or part of it) is awesome. I like the ebb and flow of the track.

Good track. It would work well in mystery scenes.  

I tried it on Edge. There is no sound.  Here are the details:

  • rpg_core.js:7770  The AudioContext was not allowed to start. It must be resumed (or created) from a user gesture event handler.
  • WebAudio._createContext @ rpg_core.js:7770
  • html-classic.itch.zone/html/12409279/Fates%20Gamble_MV/www/audio/se/Buzzer1.ogg:1              
  •         Failed to load resource: the server responded with a status of 403 ()
  • html-classic.itch.zone/html/12409279/Fates%20Gamble_MV/www/audio/se/Reflection.ogg:1               
  •         Failed to load resource: the server responded with a status of 403 ()
  • html-classic.itch.zone/html/12409279/Fates%20Gamble_MV/www/audio/se/Darkness6.ogg:1              
  •         Failed to load resource: the server responded with a status of 403 ()
  • html-classic.itch.zone/html/12409279/Fates%20Gamble_MV/www/audio/se/Cursor2.ogg:1                
  •         Failed to load resource: the server responded with a status of 403 ()


By the way, when I click on More Information, the text is red and very difficult to read on your burgundy background.

Have a look at GameMaker or Clickteam Fusion.  Both have free starter editions so you can play around with the software and see if it will work for you.

As for using swear words in a game:  the software companies do not control what you make with their software. The publishing companies might put an age-restriction on your game for the swearing, but that's the worst that can happen.

No. Unfortunately, the game is not compatible with TUIO. 

The game is written in Clickteam Fusion, and as far as I can tell you need to integrate certain codes for TUIO to work. Someone attempted to write an extension for Clickteam Fusion to implement those code - more than 10 years ago - didn't quite succeed and the implementation died there.  

Sorry, I don't know. What I can suggest is that you try one of my free games that was written with the same software (list below). If the games work with your system, then it's likely that Quirky Emotions will also work with it. 

https://evolutionarygames.itch.io/pizzantropia-android (free demo)

https://evolutionarygames.itch.io/undersea-confusion 

https://evolutionarygames.itch.io/a-quick-spooky-quest 

https://evolutionarygames.itch.io/cloud-calming-android 

https://evolutionarygames.itch.io/ghosts (you would need to test the android version - there's a free PC version and a free Android version.) 

It happens.

People often buy games on sale and then download it later.

Or your friends or family bought the game only to support you - and then they won't necessarily download the game.

Itch.io has two payments methods:

  1. .The developers handle the payments themselves - and I assume there might be developers who only accept one payment method, like PayPal.
  2. Itch.io collects the payments on behalf of developers and pays them later. I assume you can buy these games with the Visa card.

It would be nice if Itch.io showed that information on the developer's pages so people know that they're buying straight from the developer or from itch.io - but I don't think that feature currently exists.

The unicorn pictures are beautiful. Very sweet puzzle game.

If you don't understand what I'm talking about - why don't you just ignore my post?

It was an itch.io select bundle from several months, if not years ago. The thread is no longer there. There used to be a banner on my game that I had submitted it (it wasn't picked) and I deleted the submission to make the banner go away. 

This was the only example of a itch.io select bundle I could currently find.

https://itch.io/t/2794600/submit-your-games-for-an-upcoming-itchio-selects-bundl...

I'm referring to the itch.io select bundles. Where staff from itch.io put together a bundle of 10 or 20 items from different developers and share the proceeds among the developers. The last time they did that, they specifically stated they would select games based on their ratings. 

The catch is: when we enable ratings, we get low ratings from people who (probably didn't play the game) but felt the need to give it a 1-star rating - so our games won't be picked. If we disable ratings: our games won't be picked.

The solution other companies implemented was to not allow a rating without a written review. At least then you know what issue the 1-star people had with the game - if any.

I've also turned off my reviews - but now I can't participate in any of Itch.io bundles because they go solely on who has the most reviews. It's a catch-22. 

 I agree with you about the support itch.io button.

Itch.io was started by Leaf who is still running the show. 

Fun game! I enjoyed playing a game that's unique. Everything worked well too.

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Yes, I bought a high-quality music pack by Tim Beek that was on sale 50% off - was only $5 which was a bargain (but I had little money at the time - so I was grateful for the sale price).

I would've spent more, but Itch.io has systems that blocks me from buying here using virtual credit cards. (Issue with them validating a 5-digit zip code, my country uses 4-digit zip codes - so it won't validate. That was a while back.) The virtual credit cards were in dollars and there were a few dollars left before they expire which I wanted to spend here - but I never could. 

I have sensitive content blocked so I get a warning and I can't see your game. Based on your description I would not want to play your game either (I'm overly-sensitive to violence). So for me, the warning is useful and I appreciate it. But generally, I encounter violent and horror games all the time without them being flagged. 

The flashing lights is not an age-related thing, that is dangerous to some people, so that's a nice warning to have.

I think if your game has elements in that aren't suitable to younger audiences, then you're doing the right thing by having the 18+ warning.

You can't here.  Itch.io does not have a feature for that. 

There would be nothing stopping someone from North America buying the cheaper version and you might antagonise them when they realise they're being charged more. (Remember, your projects are linked, they will see all your projects by clicking on your profile.)

Probably the only way you'd get away with it at Itch.io, would be to release two separate games: one in Portuguese only and one in English only. 

If you want the game to be free without the guilt-factor just select the block: No Payments.

Your page looks great.  

More detailed feedback: The icon with Echoes and the white van stand out because it's light against brown. Everything else blends because it's the same colour. I find the orange a bit hard to read, but I can still read it. The prices are squashed and hard to read, which probably doesn't matter.

You could look at Clickteam Fusion. It doesn't require coding. 

What about TikTok? 

Please consider changing your license to protect your work. If it's free to share, the person buying it can freely distribute it. 

Your license should be something like this:  

You may use these assets in any free or commercial game or app as long as the model cannot be easily extracted from the game or app. 

You are not allowed to distribute or share the models on their own, they must be part of a game or app.

====

They look good. I'd recommend you only go with 4 fingers - like cartoonists do -  it makes the hands look less busy.

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It's possible that your internet connection is too slow, and the upload times-out before it is finished. You can solve that by uploading it to Dropbox first, and then transferring it from Dropbox to itch.io.

I have a Google Play account. I have about 4 out of 25 Android games published there - the others are unpublished. 

The others are unpublished because I find the updating requirements cumbersome. It takes about a month to update all my games to the latest Android version and retest them. That's not practical because I'm not doing this full time, I have a day job. I don't sell enough games there to justify this update requirement either (because I don't have the funds to market the games).

Google Play's privacy policy requirements are also nuts. They need a dedicated page that is bot-readable. To create all of those, when I'm not tracking my users at all just seems a step too far.

People don't often buy / download my Android games here on itch.io.

I have a little success with Amazon.com - although recently someone pointed out to me that despite my games being published everywhere Amazon has stores, they're not available to download or play in other stores (possibly because they're not translated to that particular language). But I have more downloads and sales at Amazon and Huawei than at Google Play.

My games with IAP are not published at Google Play because I don't have the knowledge or resources to block all these spam apps that bypass Google's IAP and unlock the games for free. It's funny how Amazon, Huawei, and Samsung will all make the effort from their side to protect developers. Google will not.

K Storm, it's not just you.

There may be traffic to the sales' page, but it doesn't translate into a lot of traffic to our pages. 

Also my games published here have very little following here. On itch.io I suspect people mostly follow me for the free game assets - so there aren't people waiting for me to put something on sale.

For the past few sales, my bundles of my own games have not even appeared on the sales bundle page. I don't know why - but they're not there at all.

There again it's difficult for me to promote the itch.io sales on social media mainly because the sales coincide with American events like Halloween, Thanksgiving or seasons that match the Northern Hemisphere  and are opposite to the Southern Hemisphere seasons where I live. So from my side I'm not driving traffic to my page either during sales events.

But I participate because on occasion, I sell a Clickteam tutorial during the sales and because I want to support Itch.io in whatever way I can.

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Right now all downloads count in your analytics, but not the visits if you're logged in.

I just downloaded 2 of my games - one PC and one .apk to check and they both counted as downloads in my analytics but not in my views.

I don't know if this is intentional or accidental.

You can choose any name that isn't already trademarked in your country. You don't need to register as a business in most countries. Legally in my country I am a sole proprietor under my real name trading as Evolutionary Casual Games.  I know of another company that started using a similar name that's into software. So far, it hasn't mattered. 

If your games become popular you can look at trade marking it. What does help is that search engines / social media allocate names on the first-come first-served basis. 

Where I see a problem with your name is that people may forget there's a z at the end, and search for nice games. They're unlikely to find you because that term is too generic. You'd have to emphasise the Z somehow, like nicegamesZ. 

It could be a setting. For example, if you selected Android version 11+ inside Construct and your phone is Android 10 it won't install. Android phones tend to give idiotic, rather than helpful messages when it can't install an app.

By the way, the Google verification thing is simply a form you fill in to state who you are and where you live. It wasn't complicated. That in itself shouldn't have gotten your account closed unless you simply ignored the request.

Windows will block all "new" games by default. You need to override the block when the blue screen pops up. But the easiest way to play games bought here for Windows is to use the itch.io app.  The app will manage the permissions etc. and let you play the game.

Cool. I didn't know it was that easy. I learnt something new too :-)

You've uploaded screenshots only. Those screenshots appear as a slide when viewed.

You need to export your game from your software into whatever format it supports, or you prefer. For example, to play in a browser (html) or to download to play on a pc (.exe). Once you've exported the game, you upload those files onto itch.io for others to play.

If you tell us what software you're using, someone who knows that software might be able to help you with the next steps.