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Evolutionary Games

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

Creator of

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

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

I prefer 2 - 3 minutes per track with some variation (key or instrument changes). I often end up mixing shorter 1 minute tracks to get a longer track with variation.

My personal preference is music with a strong melody line that does not sound like cheap electronic music. (I think that type of music tends to get more attention here - but not sure that translates into sales or downloads)

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.

You can't if it's a free game because you won't have a list of email addresses.

 If it's a paid game you can use software to send a key to everyone's email address, but it won't be an automatic system.

Alternatively, you can use automated email-sending software like MailChimp and have people sign up to receive a free key.  They must voluntarily sign up and authenticate their email addresses. Afterwards you'll have a list of email addresses. You will need to have a privacy policy to state what you will do with those email addresses. You can set up this type of software to automatically send a key when someone signs up. 

This is great. Its much more of a game now and could be quite addictive.

Some minor glitches: Your upgrades trigger only when I have more money than I need. It won't trigger when I have the exact right amount. Perhaps in Unity you typed > instead of >=.  I'd recommend you reset your colliders (perhaps use a box collider if you're using a different shape) - I sometimes need to click on a few places before my click triggers.

The graphics are cute. But I'm just watching the shopkeeper work and occasionally pressing an upgrade button.

Right now, you can let the game run, go away and come back and press a few buttons.

Any feature like hidden bonuses to find, or click on a customer to serve the customer yourself, would change me from a "watcher" to a "player".

If the buyer has a username it's shown in brackets after the email address. (Go to Payments - hover over the payment - click on details)

If the buyer doesn't have a username, only the email address is shown. (For example, if someone donated from the itch widget on my website.)

I think you'd have as much trouble advertising the giveaway as you would advertising the game. If people aren't finding your game, they won't find out about the giveaway either.

But I'd rather not encourage developers to compensate players for trying their games - the money should flow the other way round!

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I can test it for you. If you don't want to paste a link here - use the form on my website to send me a link.

You're not giving much information. 

For example, if you're working on a casual game, I'm interested. If you're working on a platformer, first person shooter or horror game I'm not interested.

The design is available without using any special features.

 When you edit your page's theme you can choose to have a list or grid. You can also choose to include collections or projects you support. You set your own background colours.

For example, I browsed the store several years ago and made collections of completed casual games (as opposed to prototypes etc.) which I've added to the bottom of my profile page just using the theme settings.

If you tell us what games you like, the community could help you.  A few of us have collections of other people's games that we think are cool (for example, I have several collections of casual games which you can see below my page). 

Else browse the most recent games (not most popular) and you'll find a lot of variety.

Yes, scale down (make it smaller) rather than scaling up. But at 1920x1080 you should be okay if the player has a larger monitor if you use high quality graphics.

Keep in mind a 2D game in Unity is not created on the canvas - only the interface is. The 2D, like 3D is created on the frame and you also have options to bring the camera closer or move it further away to fit the screen size based on the player's monitor size.

It depends on what you're designing the game for - consoles, mobile or PC. 

If PC, then your canvas should be at least 1920 x 1080 and any backgrounds you create should be around that size too.  The game elements will be whatever size is needed for them to fit the background correctly.

Keep in mind that devices can scale down better than they can scale up. But don't go to big, because then the game's performance will suffer.

If it looks good in your graphics app it will look good in Unity, as long as Unity doesn't have to scale the asset a lot.

If you want customised graphics but don't want to draw your own, look at software that renders images. For example, Blender, Poser, Daz and Iclone are all 3D applications that can render a 2D graphic. 

You place the 3D object in the scene, select render (which in this instance is the process of creating a 2D image from a 3D scene) and you have professional looking graphics. 

Check out Renderosity. They have a large free section (make sure the items allow commercial use). Daz is free but doesn't include much content. You pay for Poser (available at Renderosity) but Poser includes a huge graphics library  and animations which you can apply and render. You can customise the 3D graphics which lets you make your game unique. 

You can see some videos and screenshots on my website. I used Poser to render the graphics (most of the graphics I bought at Renderosity and customised them). 

There's still a learning curve - I've been playing around with 3D graphics for years, and am also a minor vendor at Renderosity, but it's quicker than drawing everything.

You should ask the developer for help in their comments section, or by sending them an email if they list a support email. They're unlikely to see your issue here. 

If you want input from the community, I'd recommend you post links to the games you're referring to - there are thousands of games here and many have the same names. 

I'd recommend you do the courses on Unity Learn. It will teach you how to best use Unity and also help you with gaming techniques. Best of all - it's free.

It could be a setting in your software that is forcing the game into full screen.  

That would work too.

Really cool concept.  I liked the game, but I didn't like that on level change things could hit me before I had a chance to react or notice them.  Perhaps you can give the character a protective bubble for a few seconds on level change so the character isn't immediately hit.

I don't know which one is the prototype, and which one is the new design. I like the planet - but the plain space black background also looks good.