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JackPrograms

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A member registered Feb 26, 2017 · View creator page →

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adding an Oauth authentication

Itch.io has Oauth authentication, it’s just not formatted like other services like google, discord, etc.

Instead of saying something like “login with itch” this is the page:

IE not something I’d ask end users to login with.

Better OAuth would be super nice for web games, but we just need to make sure It’s not super harsh for end users while still telling them what OAuth allows devs to do.

Something designed to only access username/display name & a UID doesn’t need such a harsh screen.
Something like a “connect to itch/login with itch” screen would be great.

No, that’s the issue, that’s what we’re asking for.

A UID & Display name passed into games so it can connect better with the itch.io ecosystem.

Just bc something doesn’t exist right now, doesn’t mean it shouldn’t.

Itch.io already supports multiplayer web games, they just don’t own the servers and stuff, the devs do.

This whole “overhaul” thing doesn’t need to happen, itch doesn’t need to do the peer to peer connection.

Giving display names to devs has vary little to do with a itch.io friends system or other “multiplayer support” it just gives devs the ability to implement that.

People can play as a guest or whatever, (People can play w/o being logged in) it’s just helpful for syncing between sessions and computers for people who are logged in.

It also just makes it easier for developers bc they don’t need to deal with passwords or other security things.

Yes. But for this, Itch needs a major overhaul.

Wrong, the whole point is that user made maps, game saves, friends lists and all that sort of stuff would be implemented game by game. If we passed a UID to web games, you could store all this data (saves, maps, etc) in a database and have it associated with a user w/o each game having a login, sorta like OAuth, but you don’t even need to pass any user data to developers.

User interactions would only happen in game. Very little if any work from itch, other than generating & sending in a UID.

You don’t need to send much of any user data to implement all of this.

the api that already is there is not used?

People develop stuff for other people, there’s no point in putting a lot of time into a cloud save system & friends lists & full multiplayer synced with itch.io if 99% of people on the platform can’t/don’t use it.

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Hey, I found this:

https://chromewebstore.google.com/detail/itch-dashboard-filter/pkdhmmjchdaljncegcnldbaacicpjfen

Only works on chrome based browsers (I think) But I found it to be super helpful with my dashboard.

It also lets you sort, the photos on the chrome page are not super updated.

I didn’t make this, & it’s an extension with targeted access to your dashboard, so be careful as always.

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The issue is cookies get wiped all the time, and don’t transfer between browsers. There could be, as I’ve said many times, a unique identifier (probably formed with a one way hash + salt between games and stuff) that has no real direct link with an account, but allows people to sync data with the account via a developers’ server.

Then the user would provide a username (in a text box in game or something, and thus the account is linked with a UID & a user provide account name, without any sensitive itch.io data sent.)

I think it would be so cool to have a game where you have user made maps, game saves, friends lists and all that sort of stuff without needing to worry about logins and that complicated sort of stuff.

It’s also probably worse (security wise) to have all these “amateur developers” you speak about, who want to do stuff like this handling user passwords and that sort of data.

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Are there any popular examples you can name?

The reason there are no examples is that the feature isn’t fully implemented. Most traffic doesn’t use the itch.io app for web games, so it would prevent most users from using the feature.

clicked away that cookie warning or whatever that nagging screen was

All the “nagging screen” would need to say is “developers will be able to see and share your username” that’s really it for people to fully understand.

Here’s an idea. (in this case, a non-naggy checkbox that would need to be checked for any data to be sent.)

Probably needs some changes like an always yes/no that can be changed in account settings, and other stuff to fit itch’s design language. But it can be made it a way for the user to understand whats going on.

anyone seeing that leaderboard could just try out passwords with your account name and try to hack your account

First, I’m fairly sure itch.io has rate limiting, you can’t just spam password attempts without raising some red flags (getting your IP banned for some time, or account locked or something), but let’s say they don’t for the sake of example.

If people can just get into accounts with usernames and spamming passwords, why do people comment/post/review/do anything with their username attached?

Like, if I can hack people with just a username & some time, wouldn’t you be putting yourself at risk by replying to any posts?

Also, You can search a long list of users (mostly creators) with the search bar at the top of itch.io? If usernames were really that sensitive, why do you see them everywhere?

But also, it could pass in a display name or unique identifier to web games, instead of a username, avoiding this username/hacking point entirely.

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I think the point is that the game developers make the infrastructure around it (ie friend lists and lobbys), not itch.

But also, playing “logged in” already somewhat exists on the itch.io app. Where you can authenticate user accounts and that sort of stuff with the api, directly getting account info. Just from loading up an app. I just think This would be super useful in web projects ran on the website, bc that’s where majority of traffic comes from.

It could be like a oauth screen before loading up a game, where the user better understand what’s happening when they login, but also it’s a public website, I don’t understand the point of hiding usernames bc of privacy or anything of that sort.

Third point, about user anonymity, itch.io is a website that contains largely unmoderated (to my knowledge, I don’t really go around making virus and stuff) javascript code execution, you can already get a lot more info such as IP addresses, approximate location and that sort of stuff from users that play your games, hell google analytics tells you a lot of information about your players. I don’t understand the logic that an opt-in user identification system would be so detrimental to site security.

Noted, thanks for playing!

Yeah, also it would probably be a display name and/or a unique identifier, not the username, and again opt in exclusively.

Also, itch wouldn’t need to deal with any multiplayer infrastructure?

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Any updates on this? I know there is some stuff with the Itch.io app, but an implementation of this on the Website would be great for tons of cool ideas.

For upgrades, as you upgrade your reactor core, you need to upgrade cooling towers to help cool them down more, (you can also double up on cooling towers if you want, but having 3 or more is less than super beneficial).

Also note, Power isn’t generated from having a high core temp, it’s generated from having a high differential between reactor temp and your cooling tower.

As for contracts, they are a tad finicky, the offers should scale as your power plant grows, so you need to re-click on the contract to find new deals that work better with a larger plant. (I’ll adjust the UI in the next update to make this more clear.)

You can manage the core temp by changing how high you set your rods. (You will need to upgrade your core to increase core temperature further)

While the backup pumps are not functional yet, because there is no maintenance system rn

Thx for the feedback!

Thanks for the feedback! I just launched a patch that fixes this and a few other things. So for now don’t think you will accidentally click on buildings behind the menus anymore.

Let me know of any other bugs/issues.

A good Recreation of the already existing game, but I heard you were submitting a different game so i’ll be happy to review that once its published here.

Same issue here, maybe try making a web build?

Quite a nice, simple game, I keep growing too tall and can’t progress. So some additional direction to help the player understand where to go would be useful. Other than that, the movement is smooth, and the first few parts wasn’t hard to understand. Great Job!

Very interesting map, fun to explore. Gun & camera animations and physics and really everything else look very good. Overall very visually appealing.

Quite a nice, simple game, I keep growing too tall and can’t progress. So some additional direction to help the player understand where to go would be useful. Other than that, the movement is smooth, and the first few parts wasn’t hard to understand. Great Job!

Howdy,

In the past couple weeks, I’ve been rebuild one of my past idle-tycoon style game into a management-style game, which I think suits the topic it way better.

It’s gotten to the point where I think having some testers looking for bugs and suggesting ideas would be very beneficial for the project.

Here are a few gameplay photos, and some gameplay footage.

If you’re interested at all, just give me a DM on discord: jackprograms or leave a comment below.

(A pre-release builds of the game are online, so no need to download anything)

I think I sent you a message on discord.

Damn, lol

It might be a bit late, but Let me tell you, I’m cooking something up.

Let me tell you, we’re cooking something up.

It’s going to be great!

Yeah, the freecam update has caused some issues with pathfinding. I’ll patch it when I get a chance.

Easy to play. Fun.

Nice game, kinda hard for me to get the timing right (kinda the point of the game tho)

I think if you allowed the player to mix potions (like yellow + blue = green ) or something else to flair up the game, it would increase the skillcap.

I also think having a ending menu w/ a score is important for these types of game. So you can compare w/ people & friends afterward.

Good game, & also good polish.

Cool game, easy to pick up on, kinda overly hard late game because the thing spawns in with physics enabled.

Also you can keep play after the game over menu turns on (Normally unity is pause-able using Time.timeScale = 0;)

Cool game tho!

Cool game, easy to play and understand, as some people said more viewing distance would help, but there is also a bug so that if you go really far left or right, you hardly ever get hit, at least in my 3 min experience.

Good game, good job!

Interesting game, I can’t find the trashcan button / can change the items, so its easy to get hardstuck part-way through.

For reference, I (as the gamedev) was able to get up to 5260 in 3:00

It’s really something, i’ll give you that. The comedy is amazing, I don’t know how you packed a pretty good story & humour into such a short game with so little time.

Got stuck at a few places but found it out eventually, the audio blasts are just a little bit jarring but you know.

Great work!

Good concept, it’s a little hard for me to play because I’m on a laptop and don’t have a number pad but, it was non-the-less a fun play for a bit.

I think adding some art and mechanics such as having people on the elevator need to go to a specific stop would help the game.

But it’s a working prototype, which is the goal of the jam so, nice work.

Also having it so that the retry screen has your score is important, I was at something like 470 but have no way to prove it :(

Good concept, great execution. I don’t want to copy what other people have already said, but some music & sound effects would be great. When I originally started playing I thought that the people waiting bar was only for that floor for some reason, I think some visual difference like maybe putting it at the very top would help. (kind of just being that picky because there’s not much to improve)

Amazing work!

Cool concept, a little bit of a different take then the typical liquid sorting game that you see in Those ads, but I enjoy it.

I think adding a more visual polish such as some animations when you pour something in could help do the game well, but you have a complete game loop witch is the goal of the jam, ~4h. So great work!

I love the different take on a somewhat classic game. The AI hand generated visuals are something (going up to eight seems… strange to me). But the audio feedback helps. I think adding a single player mode would help the game, even if it was simple and not too hard to beat.

Also, having an on-screen win screen over a JavaScript alert really helps make a game feel less time rushed (hard to do in a 3 hour game jam tho, so I feel for you).

Cool game overall, great work!