HI,
I haven't heard of a way of doing this for charity.
The only thing I've heard of is that you can have 100% of your funds go to Itch - but I don't know much about that though.
Hi,
There actually is a way to sort games.
First, you create Collections. Then, you add your game(s) to the collections.
Once you've got your organized Collections done, you then navigate to your Creator Page, click Edit Theme, remove your list of games from the Theme menu, then select to display the specific Collections, which will then show your games in a more organized way.
I did this for my Creator page. It takes a little work, but it can be worth it (in my opinion).
Edit: This is for making the games visible to the public. If you mean internally, like when you edit your projects... I'm not sure what to do there.
There are two different types of bundles in my mind:
Charity bundles
Non-charity bundles
With the charity bundles, you usually don't get a money portion, or the money portion you do get is smaller. They're more for charity.
With the non-charity bundles, usually they take the money made from the bundle, and pretty much try to evenly (as much as possible) split it between all creators.
Bundles are also a process that involves at least two steps. The first step is submitting your projects to the bundle (simple process), and hoping they get accepted into the bundle by the bundle organizer(s).
The second step is that afterwards, at some point, you and other creators actually have to "approve" the bundle itself. This approval process is very important, so participating in it is important - or your submission(s) to the bundle might have to be removed so that the bundle can be launched. (Since launching the bundle requires that everyone participating approve it).
So with the charity bundles, it can be fun because you're helping out a cause, and getting more exposure to your projects.
With the non-charity bundles, usually you get exposure, and also get a portion of the money made.
Anyways, this explanation is just how I understand it. But maybe I should add that whenever I've submitted something to a bundle, the process of submitting it is pretty easy - so I think most people can probably figure it out.
This article might be helpful, too: https://itch.io/docs/creators/bundles.amp
Quite some time ago, I tried someone else's game that stuck on my mind. It was called Unsynced:
Unsynced - Retro FPS Game by CageMeIn
To describe my experience with the game... it felt like a classic FPS, but it blended some more modern mechanics in an experimental way.
I am promoting this game because:
It seems not to have gotten a lot of exposure despite being a pretty interesting idea.
I feel the idea behind the game is pretty cool overall. It makes for an interesting experience.
Tigar Soard (intentional misspelling) is my entry into horror fiction in the form of a zine.
Link:
https://themetalcarrotdev.itch.io/tigar-soard
Basically, with this short narrative work, I have rolled in some of the creepy things I remember about old computers.
The plot is that a man works for a struggling company, and instead of receiving a Christmas bonus, receives a floppy disk containing a game made by the boss' son.
This release also serves to test my ability at writing creepy stories.
In some cases, I might-
I find Fiverr to be a fairly decent platform, even if it has the same risks as any other platform. I like that the website lists customer reviews.
My only real complaint is that sometimes, there isn't perfect transparency at disclosing all upfront fees.
For example, I've seen times where there's a certain charge to make the art, but then an additional charge if you want to use it in commercial products.
The bright side is that usually, you can contact an artist ahead to talk about requirements, before purchasing. Some artists even encourage this as part of greater transparency.
...Anyways, I was more saying, though, that Fiverr prices can be a good starting point for negotiations.
For those interested in sharing... I was wondering if you wanted to talk about some of your future goals in regards to project development?
For me, I'd like to make a lot of small releases, and also develop and release another platforming game in order to attempt to perfect the formula better. After that, I'd like to attempt to release an RTS at some point.