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komehara

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A member registered Mar 13, 2016 · View creator page →

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Thanks, I was about to ask about the lack of Japanese language which I saw on the Steam page.

Well, the purchase came with a Steam key so I suppose I could use that… But I’ve started playing on the itch version and I’m fine with English, so I guess I’ll keep playing it there. Maybe on my second run I could play the Steam version in Japanese (always curious about pixel art fonts) and try to mess up all my drinks until I get fired and can’t pay my rent anymore.

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OK, I love office stories (and stock photo adventures), although I admit I was lost in my first run because I went to the coffee machine but when I wanted to go back to my computer to check the first client’s address, it said I have nothing to do there. So I wandered around the office, then left to the Post Office but was unable to tell for which continent I needed a stamp.

Also, checking the hub and then going to cardinal direction is a more simulationist approach (like some IF engines), but I’d rather have a simple choice between a list of rooms, because there is already a high-level complexity in the sequence of actions and people asking you for other things to do (“Thank Goodness You’re Here!”)

Typo:

  • an extesion for project XYZ

The timer is pretty cool, I should also add it in my office simulation.

Speaking of which, you’ll probably be interested in those games I’ve made:

Tiens, pourquoi j’ai écrit tout ça en anglais moi ? J’ai trouvé ton profil avec la jam RDV de l’Histoire sur 1848 !

Bref, j’essaierai un 2e run plus tard !

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Facile à jouer, illustrations amusantes qu’on pourrait trouver dans des journaux. J’étais mentor programmation mais je n’ai pas aidé sur ce projet, mais je vois que vous vous en êtes bien sortis !

Quelques feedback :

Introduction

Je ne sais pas trop qui je joue (au début je pensais être une entité abstraite qui contrôle le pays comme dans les jeux de stratégie, mais en fait j’ai une place au gouvernement plus tard - au début, si on annule le banquet, le peuple “n’aime pas notre passivité” donc on est bien un citoyen)

UI

Dommage, pas de support de résolutions différentes, ni bouton fullscreen. J’ai fait un shift+click sous Windows pour Maximize mais ça a juste rempli la fenêtre de gris.

Les longs textes de choix dépassent, je pense que vous vous en étiez rendu compte :

image.png

image.png

J’ai montré aux autres groupes comment faire du NinePatchRect aka 9-slicing, malheureusement pour les post-it / papiers déchirés stylisés comme les vôtres c’est plus compliqué. On ne peut pas juste stretch la zone du milieu, et on peut repeat la texture au milieu mais faut que ça tombe juste. Godot a quand même un mode cool hybride TILE_FIT qui permet de looper autant que possible et stretcher juste ce qu’il faut pour que ça tombe juste sur un nombre entier de répétitions de texture. Mais bon, le plus simple avec ce genre de texture c’est de préparer des gros boutons et stretch un peu si nécessaire.

Choix

Intéressant, en faisant plusieurs parties on comprend que les choix se réduisent selon les choix précédents, comme l’impossibilité de choisir la libération des escales sans compensation. Par contre je ne saurais dire exactement ce qui a contribué à ça car il n’y a pas d’écran résumé des actions précédentes.

De manière générale c’est difficile de suivre l’état du pays.

Quelques choix difficiles à comprendre :

  • J’ai choisi le journal au début mais j’ai quand même eu l’event “banquet”
  • Je n’ai pas trop compris le choix sur les émeutes du début : on prête main forte à qui, on protège la foule de qui ?
  • Je n’ai pas envoyé l’armée face aux émeutiers des ateliers fermés, mais quand même un millier de soldats tués

On a du mal à se sentir investi et immergé au bout d’un moment car on n’est pas trop sûr des conséquences de nos actes, et comment les différents évènements se connectent. Pour le coup, réutiliser les codes de la Visual Novel / Interactive Fiction, notamment politiques, ainsi que les jeux de gestion de cité/pays, pourrait aider :

  • message feedback du style “le peuple/roi approuve/désapprouve”
  • indicateurs de progression/satisfaction / régime actuel
  • rappel des évènements précédents pour connecter aux conséquences, si l’évènement affecté n’arrive pas tout de suite (“suite à votre prise de position lors du congrès de novembre dernier, les directeurs d’ateliers décident de…”)
  • mode debug/avancé qui montre en grisé les choix/boutons qui ne peuvent pas être choisis à cause d’un choix précédent, avec une explication (“libérer les escales sans compensation : bloqué, la censure vous empêche de publier ce papier”)

Et enfin, par rapport aux remarques sur la véritable histoire vs l’uchronie :

  • mode debug/historien pour montrer en couleur les choix “canoniques” de l’histoire (sur votre pitch on voyait bien le chemin canonique, si vous n’avez pas le courage le patcher le jeu, je ne suis pas contre un petit screenshot bien zoomé de ce slide - sinon je lirai la doc “résumé officiel des événements de 1848” mais c’est encore mieux si je peux voir la connexion directement dans le jeu). D’après ce que j’ai compris, la véritable histoire est une solution au milieu, entre le roi qui reste au pouvoir et la république socialiste.

Typo

“a 2e République !”

image.png

“nouvelle charte!La censure” sans espace

image.png

Lexique

Super idée ! D’ailleurs ça résout certains problèmes par rapport à montrer les évènements historiques.

J’arrive après la fête des patchs et tout a été corrigé ! Du coup c’était très clair, il suffisait de trouver deux mots clés et la date déduite du vocabulaire employé - on peut soit commencer par le lieu pour déduire la date et réduire le champ de recherche des objets, soit l’inverse, c’est malin !

J’ai réécouté de nombreuses fois mais ensuite j’ai mis les bons mots-clés du premier coup ! C’est très satifaisant ensuite de voir le texte en français moderne puis le réécouter une dernière fois pour comparer, on comprend encore plus de choses ! (comme “tout seul”)

Et d’ailleurs ce serait encore mieux si on pouvait écouter la phrase encore une fois depuis l’écran de succès avec la phrase en français moderne, pour comparer avec le texte. Mais bon, vu que la session patch est passée, ce n’est pas grave.

I got it!

I realized that a spinning wheel means you reset randomness every time, unlike a physical gacha (with a moderate amount of balls). But there’s the same issue with digital gacha, so they have to add pity (which is just natural with physical ones). So my brain started thinking how to physically apply this concept to a wheel.

A. Assuming 1 pick = 1%, you could remove a slice of 1% from the area you landed it. But then you’d have to split that new empty area into the same proportions as the rest of the wheel, and that would be crazy. If you don’t do that, the empty area will grow bigger and bigger until the player has to spin the wheel too many times not to fall into it.

B. Or you could have area radial separators pushed from each other by elastic materials, such as gumballs inside, the more the bigger the area (or reversely a rubber band, the stronger, the smaller the area), giving a relative importance to each area, similarly to flex-basis in CSS. Then you’d remove some gumballs (amount to decide) / strengthen the rubber band so the relative proportion of the area selected last is reduced.

Hm, all in all the ball system is probably easier…

Hey, I’m keeping this tab around to play later, but the web game starts immediately and plays loud music every time I open it. Of course (I don’t think it consumes a lot of CPU/GPU considering the style but that could also be an issue on some computers).

Could you disable “Automatically start on page load”?

For now I’ll have to switch this tab to your main itch profile page instead.

Oh, that’s an interesting concept… I use a compost in some community garden, although I wouldn’t say I’m a fan of the worms.

By the way, I don’t see the PDF download. There is a PNG on the side but it’s not hires enough to print, and you mentioned extra content too.

In any case, your itch with all those paper games is very refreshing! (I found your account after seeing you following me)

Ah bah oui il y a bien le trailer sur la droite. Tu peux garder juste un des deux du coup, celui à droite où celui de la description. Le code embed SoundCloud marche bien, je savais pas qu’on pouvait faire ça mais c’est logique vu qu’on peut mettre une iframe YouTube (je sais pas comment marche la sécurité, peut-être du CORS un truc comme ça). Faudra que j’essaie sur mes jeux aussi quand l’OST est sur SoundCloud.

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Wow, super weird but on Firefox (not Chrome) that shows (thick) underline under Mona Sans text only on consonants:

== screenshot start == == screenshot end ==

Chrome is fine:

== screenshot start == == screenshot end ==

Yes, an option to set number of elements, as well as filtering out tags that are not relevant to you would be great!

Anyway, theme/genre generators can be useful for jams. For long-term projects I just go through my very long list of ideas…

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This inconsistency is a bit odd, but that’s good to know.

Unfortunately, the bottom-most libraries don’t show their content:

image.png

so in this case you need to force refresh them by adding/removing stuff on them to move them to the top of the list so the items appear and you can reorder them…

A button to force displaying items would be nice (I assume it’s a measure to avoid loading too many pictures at once)

J’allais demander si vous comptiez poster la musique du jeu, et je l’ai trouvée sur le SoundCloud du sound designer : https://soundcloud.com/kevin-colombin/paysan-dur-labeur

Vous pouvez ajouter le lien dans la description ! (vous pouvez même enable download pour le fichier, je crois que c’est limité à 100 DL en compte SoundCloud free mais bon, ce sera déjà pas mal si vous atteignez ce nombre !)

Je n’ai pas retrouvé le clip du trailer qu’on avait vu pendant la jam par contre.

Thanks, I’ll try it!

Aha! Bad Chinese character tattoos have been around for years, I wonder what tattoo artists think when they do this. Are they aware of it but don’t want to hurt their customer’s feelings? Just following the blueprint and no time to search if it’s correct or not on the net? (plus if you’re not knowledgeable it’s quite hard to search) Feeling responsible every time and having nightmares about it?

I see for Furuya, although without the Fu -> Pu I don’t think it really stands out. Another word for player in the context of (competitive) sports though, is “Senshu” 選手 (and “Kyousou” 競争 for competition), in case you want to inject that in a future competitive character’s name, it should be quite easy as they are common syllables.

Anyway, I checked the other names on a pure phonetic perspective and most of them make sense now! Still not sure if there are puns in the Western ones, maybe I’ll learn more about them in the full story!

Même problème sur le clic final. Je pense qu’il faut cliquer vraiment dans le coin de l’écran pour éviter d’appuyer accidentellement sur un bouton…

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En tant que mentor programmeur, j’avais vu le proto et je n’étais pas convaincu que l’expérience serait intéressante, mais avec les nouvelles animations de blé et le feedback de gain/perte de ressource, et en prime la musique tranquille qui avance petit à petit vers du métal, l’expérience est super !

Dommage, j’ai l’impression que de nombreux effets des décisions (récompenses et punitions sous forme de gains et pertes de ressources) sont inversées (si on paie la taxe, on est récompensé avec du blé et puni en perdant de la vie, alors que c’est ce qui arriverait si on ne la payait pas)

Sinon côté UI, les sliders de volume sont un peu dur à bouger sur la version web (sur la version PC en plein écran les zones cliquables sont plus grandes donc ça va).

Les icônes d’events ne sont pas expliquées, apparemment cliquer sur la faux sur le château permet d’avoir du blé sans dépenser sa vie, et la cloche je ne sais pas, je n’ai pas eu le temps de cliquer mais je suppose que ça restaure la vie (EDIT: oui c’est bien ça).

Autres petits bugs :

  • quand on clique sur le Rejouer final on se voit gagner encore un peu de blé pendant 1 frame !
  • pas tout à fait un bug mais si l’action épuise les derniers points de vie, on voit immédiatement le game over sans avoir vu quelle statistique a changé

P.S.: vous devriez flagger le build Windows comme étant Windows pour que itch app permette son installation directement (au lieu d’installer la version web)

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Cool, the detailed diff will be useful to see my progress per scene!

I see you also stopped archiving wordcounter.rpyc itself. I found it weird as the user is unlikely to run word counter, but didn’t mention it in my last comment, but I suppose you were thinking the same.

For wordcounter_hidden_files’s behavior, please see my comment on the main page.

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Looks like I also contributed to make the price bump! :D (interestingly my history shows that I paid an extra for a total of $3 already! but I suppose I would have access to upgrades even for $1 as itch must grant licenses for future updates)

Wow, the new wordcounter_hidden_files look exactly like what I want. I just noticed there was no way to exclude my unused labels so I put them in some backup folder (it wasn’t enough) and renamed extension .rpy to .txt (this worked).

But excluding the backup folder would be cleaner so I can still have .rpy and benefit from syntax coloring and Renpy code actions (like commenting) even on the backup files.

EDIT: Sorry, I misread. The files will still count toward the total. “List of files which should be hidden from the detailed statistics. They will still contribute to the total word count.”

Looks like I still need a parameter to either exclude from total, or a “smart” option to only consider labels that are actually jumped to in game (but it needs a more elaborate parser that detects all the jump/call statements iteratively from the start label - this would automatically ignore unused labels.

The only remaining issue I have is Renpy Linter detecting .rpyc leftover after moving a .rpy away (as I did with backup/) and forgetting to move the .rpyc at the same time. I thought it was just a limitation of Renpy, but since you’re able to pick files one by one maybe you’re also able to add an option to ignore .rpyc?

I found a bug where the File & Label statistics section would always say:

  *  Invalid value for "wordcounter_last_version". Please make sure it says either "save" or "load".

whereas wordcounter_last_version is “save” indeed.

I fixed it in wordcounter+.rpy by replacing

if wordcounter_last_version == "load" or isinstance(wordcounter_last_version, list) and len(wordcounter_last_version) == 2:

with

elif wordcounter_last_version == "load" or isinstance(wordcounter_last_version, list) and len(wordcounter_last_version) == 2:

(elif is needed to chain with the “save” check or the final else that prints the error doesn’t make sense)

You should probably fix this in the non-premium script as well.

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Oh, pretty interesting. Still midway through the puzzles, I like how you can finish in many games (although it wasn’t clear to me that the hint icons represented the last state of the moved piece at first). Sometimes, there are even multiple ways to finish with a given puzzle piece!

I noticed that some boxes like the tutorials have some empty space and I don’t know if it’s intentional or if we’re supposed to see some image.

P.S.: any way to change this page font? I feel like I’m screaming my comment.

So you don’t see anything above the PC version? It should look like this:

image.png

Oh, I saw this showcased at PIGD Sept 2025.

Looks like we’ve also met before that at Play Sorbonne since I tested Monster Care Simulator!

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Hey, it’s komehara here! We exchanged some emails about a potential collaboration with Super Sonic Heroes (since it’s also made under Godot and using GBA sprites). I saw the link to your Discord but unfortunately I hit the 100 servers limit (again, but for a good reason, just joined a local Sonic community) so I won’t be able to follow development closely for now. However, you should still be able to send me a DM/invite directly (I put my Discord username in my last email).

Anyway, I tried to install v0.1.1 via itch app but it failed. It looks like itch needs a direct link to the zip in GitHub releases to properly install and unzip it (in your case you’ll need to prepare two links, for Windows and Linux).

You can also put a link to the GitHub releases page if you prefer to let user read the changelog before downloading the version they want. It’s probably good to do both (the external link to zip will still be useful for itch app users).

There is a macOS version (the usual Renpy macOS build) just besides the PC (Windows and Linux) version, is it not working?

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You’re welcome!

because I don’t speak Japanese myself

Wait, somebody else wrote the Shichirin 七輪 joke then? It’s just on spot if Rin is written 輪 (wheel)! What about Furuya, which is usually 古屋 or 古谷, but could be exceptionally written as 振 (swing) 屋? Well, stats say it’s only 220 people in Japan… and I don’t see other Japanese puns. I suppose I may have read too much into it…

I get the pronunciation thing though. I’ve been working on Chinese names and since I didn’t have a sense for it, I ended up making phonetic English jokes (but that still sound like how Chinese speakers transcribe English names).

P.S.: I noticed Yo-Yo-Oh is not on your profile page, in case you forgot to show it (would be nice if itch had an option to always show games by default even if you’re just a collaborator, I tend to forget to show them)

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Super de voir votre jeu fini après vous avoir suivi en mentorat prog !

J’ai encore quelques remarques, même si vous n’avez plus l’occasion de mettre à jour le jeu encore une fois, vous pouvez toujours les garder en tête pour la prochaine fois :

  • le texte est un peu flou, je soupçonne le jeu d’utiliser une basse resolution de référence, ou bien la font est statique et utilise une font size trop basse, ou un mélange des deux

image.png

  • la progression du camembert sur chaque event n’est pas claire, on ne sait pas ce qu’elle représente (j’aurais dû le faire remarquer pendant nos tests, mais j’étais concentré sur les jauges et les descriptions d’event, désolé). Je pensais qu’il fallait attendre que le camembert se vide pour que l’event soit cliquable, ou applique son effet, mais ce n’est pas le cas. Finalement, le commentaire tout en bas répond à ma question : il s’agit du temps avant que l’event disparaisse.

  • game balance : je me suis retrouvé avec un quartier avec une Santé très basse, j’ai passé les derniers “tours” à essayer de le sauver mais finalement je suis resté très proche de zéro et j’ai même pris une décision qui a fait perdre 5 points de santé (j’ai joué sans indications, ce que je trouve finalement être un bon défaut car c’es t plus amusant de lire le texte et deviner ce qu’il va se passer que de lire des chiffres). Finalement, c’était plus safe de jouer avec les quartiers qui ont encore la vie, ce qui veut dire que laisser un quarter à Santé proche de zéro est une bonne tactique. Du point de vue narratif, peut-être que le scoring final devrait récompenser le fait d’avoir des quartiers dont la santé n’est pas dans le rouge, pour nous poussez à équilibrer. Mais bon, comme on en avait discuté pendant la jam, je savais que 0 était le seul seuil à ne pas franchir !

  • finalement je trouve le texte du bouton retour “Plus tard…” un peu ambigu car on dirait qu’on va passer le temps avec une ellipse qui nous emmène “plus tard”. Mais bon, comme il n’y avait pas de bouton du tout avant, là le but c’était surtout d’avoir une manière de fermer la popup, et c’est bien que vous ayiez eu le temps de le faire (idem pour le bouton de Menu en haut à gauche)

  • j’avais parlé des variants hover sur les bouton, pas très grave ici mais pensez à ajouter ne serait-ce qu’une teinte de couleur la prochaine fois pour donner du feedback on mouse hover

  • Typo : “l’aurait cru/”, deux espaces entre “On n’a” et “rien”

image.png

Well, for BAF criteria, I asked the organizer and here is their answer: https://itch.freezing.top/jam/baf-jam-2025/topic/5033588/sports-story-games-with-exacerbated-but-plausible-human-skills

Sorry, I can’t find where the unstable click button is anymore. I thought it was in the pause menu but it just uses text buttons. You can just ignore this for now (may I confused it with the mouse click effect - thank you for the link, by the way).

Ah, I see, you’ve been working on this in your own circle. I’m trying to build a team by gathering my past jam collaborators, now, trying to make a smaller but higher quality game next.

Anyway, I’ll be looking forward to playing the next Arc!

Oh, I found the episode! https://watch.plex.tv/en-GB/show/chouriki-sentai-ohranger/season/1/episode/21 (needed a VPN but I can watch it now)

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Wow, that’s a pure BAF entry! The introduction! The characters and their motivations! The legendary artefact and mysterious organisation!

Get ready for a very long comment… Well, I have to make up for the lack of comments, right? (I still can’t believe I’m the first to post here, also someone did on the main game page)

Your entry gave me hope that a sports story could make it into BAF, but mine was too realistic and I see how yours is at a different level… Yet, I would say that, at the core, the emotions and the passion are more important than the fantasy powers (like Eyeshield 21 where I’m unable to tell what can truly be done and what not, not knowing US football enough).

Some will say that it’s childish and unrealistic to give so much importance to a toy/game, but this is not so different from all sports and e-sports competitions. Well, for the mystical powers… I can’t comment.

I really liked all the subtle references in naming. It really looks like a work translated from Japanese, where the translator had troubles explaining some jokes and just left them uncommented:

  • recurrent theme of rotation in the character names’ kanji, although they are never shown, but can be guessed
    • well some of them have other references like the very obvious Unicorn L. Crawfish… Wait, maybe the L. is for “Loop the loop”?

  • nobody says “bro-yo!” but I’d get how a translator would come to this…
  • I had to search for what a shichirin is! (even more hidden as the English order “Rin Shichi” doesn’t make any sense)

(for having myself put many name puns in my last VN - which unfortunately didn’t qualify for BAF criteria - I understand how it can be frustrating to spend a lot of time of them for little gain, so I wanted to let you know that they didn’t go unnoticed)

Aha, I’m still playing 999 these days, the funyarinpa juice made me laugh. I wished Yoyo made a comment about how it tastes though, I’m still curious! I also want to try some sakotis. But not shirako… Who makes these juices anyway? A former sweet designer from Harry Potter’s Bertie Bott?

I really wish the gameplay was more elaborated, but I saw the troubles you got through in the devlog. Although you rejected QTE, I admit it was the first thing I imagined for a yoyo game. But when the “RPG” system was revealed, I was still excited about doing cool combinations, so I think that could work but you’d really have to give meaning to the sequence of actions and the modifiers they can give to the next action.

From my understand, this is a skill show like a dance battle though, there will still be the one limitation of the absence of direct conflict and thus no counter-play: each player just do what they think is an optimal sequence and therefore you’d do the same thing independently of your opponent.

BUT even non-violent battles may have interaction rules. For instance, in rap battle, your quip must make sense and answer your opponent’s previous sentence. In Pokemon Ruby and Sapphire, the contests feature indirect confrontation based on the play order and impression made on the public and other pokemons.

For yo-yo, I imagine that your move could have qualities like elegance or fierceness (where character personality would come into play, Shion and Roman being better at elegant moves) - wait, that’s what you’re already doing now with Guts and Charisma, and those are affected by the player choices in the narrative parts, which I think is cool (classic but effective CRPG-style stats). Currently all moves use that bonus but with certain moves being buffed by just Guts or just Charisma, we’d see the difference better.

Then, there could be as novelty: doing a move too similar to your opponent’s previous move (or your own) would lose in originality. But for this to work you need to implement many more moves!

Finally, some moves may give bonuses to some others if they go next in line, related to how they chain well physically (but I don’t know enough yoyoing to say what they are exactly).

Anyway, the ending of Arc 1 was really cool and makes me want to see the other episodes! Uh, I mean, the rest of the game!

The BGMs also fit well and the main theme really standing out (pretty cool to keep the instrumental in the menu and the full song in the game for important events, as in some Sonic games). I thought “wait, they had budget for a Japanese song?! No, that’s stock BGM, right?” and yes I do see a few BGM providers including Maoudamashii in your credits (which I sometimes use too).

Clicking anywhere on screen spawns that rotating logo? I didn’t even know you could do that in Renpy!

Really, this reminded me of that Boss Rush Jam with theme “Rotation” where all the jammers (including us) tried to put crazy rotating elements everywhere in the game, and even in the UI.

Some issues I found:

  • the main logo rotation (also continue button) causes jittering. This is something I noticed in several Renpy games using rotation (I think one had a snowflake rotation). For some reason the pivot is not perfectly centered? But I think Fatal Twelve had a clean gear rotation in its menu (we could check its code…).
  • when the speaker name is too long, the “continue button” appears on top
  • at some point, hovering a button turns it into a rotating logo and it moves interaction box and it’s hard to toggle off… can’t remember where it was, though
  • “You’re foe’s weak, Hero’s Vow!” → is that a reference? It doesn’t sound like something that Yoyo would say? (I also totally forgot that his yoyo was named “Hero’s Vow”)
  • I’m sure I saw a space before a closing double quote somewhere near the end, but for some reason my screenshot wasn’t taken

I’m regularly taking part in BAF, but I have troubles making very shonen-like works… When I started studying writing seriously, I had to unlearn all my high school habits of thoughtlessly placing tropes everywhere and think about a serious theme based on my personal life, which gave birth to more realistic, down-to-earth stories, and now I want to combine that with cool fantasy elements. So I’m learning a lot from other BAF games!

Finally, are you looking for extra programmers / game designers? I’d love to help you finish this game!

Oh, I didn’t know about Blazing Teens and found both the 2006-2007 Chinese drama and 2015 anime (for some reason the Wikipedia page totally ignores the anime), I’ll have a look!

I wanna see some kendama action next! (well I was lucky enough to see some live kendama demonstration at Japan Expo, and even met a Genius (Tales of Symphonia) cosplayer with an actual kendama he got there too!)

and you’re back!

image.png

Ok, too bad but I can wait for this since the first displayed games are likely to be made by the author I’m looking for.

In this case I assume that the “Search for games, jams, tags or creators” description was kept because we can still find games whose creator match the search string, hence “Search for creators” is ultimately doable (with the caveat, as I said, that they must have published at least one game)

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In 2022, I opened a thread about creator search sometimes failing: https://itch.freezing.top/t/2030207/cannot-search-some-creator-names-via-search-field but in most cases matching creator profiles would appear in a special widget when searching them by name (with also matching games below).

With the new search feature, we can now search games (actually projects) and jams and we can select what type we want to search with the top-left buttons:

image.png

However, creator search completely disappeared. I expected a 3rd tab “Creators” but it’s not there.

I think it’s a bug because we could do it before (regression) and the search field still says “Search for games, jams, tags or creators”

image.png

Fortunately we can still see the games made by that creator and find the creator from there, but it’s not the same technically:

  • the original creator search showed a small widget with creator name and avatar to quickly confirm we found the right one
  • if creator has 0 games, it won’t appear (sure, you should be interested in a creator once they create at least 1 game but I can imagine a scene where I’m exchanging contact info with another game developer at some event and they say “hey, I haven’t published my game on itch.io yet but I can give you my profile so you can follow me: just search for “xxx” on itch.io!”
  • if creator has a common name that is used a lot in game titles, things will get mixed up quickly

Could we have a tab for Creators that restores the original creator name search?

I can also make a GitHub ticket if needed, since it’s a kind of regression.

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J’ai remarqué plusieurs jeux étudiants gratuits sur Steam et je me demandais comment vous faisiez car il faut une organisation officielle (et avancer 100 dollars il me semble) pour publier sur Steam. Est-ce que l’équipe est considérée comme “incubée” chez l’école ce qui vous donne un numéro d’entreprise ? (même s’il n’y a pas de revenus)

Sinon, je l’ai aperçu au festival Play Sorbonne mais je n’ai pas eu le temps de le tester, je le ferai ici !

I haven’t played the game but just noticed a typo in summary: “his Charka” (instead of Chakra)

Merci pour la démo Play Sorbonne 2025 !

Hey, did you try timestamps to auto warp the video to the right time? Something like ?t=3h37m35s ?

Aha, ce jeu m’intéressait car il commence en sortant de cryogénie un peu comme la partie escape game du mien. (j’ai du avoir le lien sur un Discord qui mentionnait la NUIE ?)

On est vite pris dans l’action !

Par contre, il y a un bug au niveau des objets et le design est un peu étrange : on peut utiliser le cutter-laser sans l’avoir pris, l’écusson et le stylo ne font rien (ça tourne en boucle dans le choix des objets), et même si on a pris le cutter-laser au péril de notre vie et qu’on l’utilise pour ouvrir la porte de l’ascenseur, on fait juste une chute et on meurt.

Finalement, il ne reste que le pendentif qu’on a automatiquement et qui nous sauve, même si ce n’est pas très clair comment. Je pense que l’idée c’est qu’on s’en sort avec des pensées pleines d’espoir, mais j’aurais laissé ça en bonus pour la fin, pas que ce soit non plus supérieur à tous les autres objets et actions menées jusque là.

Enfin, je vois que ça a été posté pour une jam, la NUIE, donc je comprends que tout n’ait pas pu être réalisé dans les temps.

Found this via some game dev Discord (GD Quest maybe?)

The game is easy to handle. There is a lot of playground (crates to push that have no purpose) at the beginning but it helps the player learn the basic mechanics, so useful in the end as you can use the crates to protect yourself from bullets.

UX issues:

  • first canon enemy shoots without warning, and from the sprite I didn’t guess it was a cannon. Then there was no checkpoint so had to restart and walk through the intro again
  • need to jump on spring to make it work, if walking toward it you get blocked (don’t worry, my first spring was exactly the same before I disabled horizontal collisions)

Level design issues:

  • in the last boss if jump high and go to the right of the cannons there is nothing, if you still try to fall to land on a ledge on the other side of the boss, behind a wall. Nothing there though. You can only fall to death (kind of soft lock only solved by death). But…

Bugs:

  • there is no deadzone at the bottom (at least on the right side of the boss level), so if you fall to your death to reset the level as mentioned above, you get stuck in infinite fall

Although this is a jam game, I think it can be a good experience to fix such issues in order to remember how to solve them and reuse these solutions in future projects - especially at this core level of development.

Good luck progressing in game development!

Aha, it happens to me too!

I found Decamark back on an emulator when I used a cheat in Ruby to skip the first Pokemon introduction. I entered the forest without any Pokemon and it appeared as a placeholder ally.