This is one of the main uses of dev log posts... maybe having direct links to devlog posts show up right next to builds would make it more useful.
goodbunnystudio
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If I understand what you're asking, this is really up to the individual game, not something that there's a general itch.io rule about. Most of the open-source/Creative Commons licenses allow rehosting and embedding under some reasonable conditions; if a game isn't licensed under one of those, then you'd likely need to get specific permission from the game's developer.
I haven't used Unity, but I notice that your HTML page has the unityContainer div set to a fixed pixel width/height instead of screen-size-relative units, and this Stackoverflow thread suggests that could be the problem: https://stackoverflow.com/questions/55450290/unity-web-gl-html-container-how-to-...
(I started typing this before Dark Dimension's reply)
I don't think there's a direct way to do this. An indirect way would be to have an in-browser "demo" that can turn into the full version if the player drags and drops a certain file, or enters a code, and then you make that file/code part of the download.
Another way to get around the local webserver problem is to package the game into an app using something like Electron. You usually barely have to modify your existing Javascript at all for that.
Since XInput superceded DirectInput, it's been hard to develop a Windows game with support for anything other than XBox-style pads, unless the developer physically owns all the different pad types they want to support and has time to individually QA them. Major publishers can budget for this, but not the smaller teams that mostly publish on itch.io.
In the case of a game like Celeste that doesn't really need analog inputs for anything, you might have more luck using keyboard-mapping software for the pad and then letting the game think you're still using the keyboard, instead of trying to get the game to notice the gamepad directly.
Try using your browser's development console. It varies from browser to browser a little, but it can show you what requests the page is making when you load it and you can see whether it's requesting the files you think it's requesting and whether they're coming back as 404 errors.
In Firefox, you'd open your game's iframe in its own tab, then in that tab press-control-shift-K, then the "Network" tab of the console UI that appears. I think Chrome is similar but with control-shift-J, or possibly some other combination if you happen to be on a Mac.
How are you referring to other files within the index.html? They should be relative paths, either flat within the same directory like src="spritesheet.png" or in subdirectories like src="images/spritesheet.png", and if they're in subdirectories then the zip file needs to have the same directory shape.
Not a lawyer, but doing anything potentially iffy with Tetris seems particularly risky. https://en.wikipedia.org/wiki/Tetris_Holding%2C_LLC_v._Xio_Interactive%2C_Inc. is one of the most extreme cases ever of a game publisher successfully pursuing a copyright claim.
"Rate this game" only shows up when other people are looking at your game. I do see it on yours.
I think "View all" only appears after you have more than one game for people to view.
"Related games" seems to vary from game to game. It might be that it only appears when itch.io's site algorithms think they can make a good guess about what's related.
I've found that localStorage saving is pretty stable on itch.io, at least within a single version of a game upload. It looks like Ren'Py's WebAssembly output is using IndexedDB as opposed to localStorage; I'm sure they have reasons to do that, but it doesn't play nice on itch.io, and it'd be good if they offered a configuration option to use localStorage instead.
Excellent graphics and sound!
Following up on your reply to Misterm about dashing, I see a way it could work: if you treated air-dash and ground-dash as two separate moves, you could map air-dash to pressing jump again in midair and separately map ground-dash to a double direction tap. Having four action buttons to manage can get in the way of the game flow on a keyboard.
Very creative concept! Switching cars with different stats GTA-style in the middle of a sidescrolling chase is an interesting application of "self-destruction".
In addition to the keyboard bug verysoftwares mentioned, one time I hit a bug where the helicopter's attack sound effect never stopped and every vehicle I saw instantly exploded even though there wasn't an attack visible. Also, I once got both a game-over screen and a win screen together, maybe because I was doing just the right amount of damage to the helicopter at the same moment it reached the bridge.
Addictive and stylish!
However, I think not being able to retry the same boss is a significant flaw. I'm sure every version of the fourth boss has some solvable pattern, but since you need to fight three other bosses before retrying and you might get a different version the next time, there's no good way to learn what the pattern is! I think I understand why Survivor and Hunter are balanced the way they are, and they seem like well-designed modes, but adding another more casual play mode with same-boss retries would make the game easier to get into.