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Build and indie game discovery and suggestion platform

A topic by evangelos25 created 16 days ago Views: 365 Replies: 12
Viewing posts 1 to 5
(2 edits) (+1)

Hey everyone,

I’m a senior software engineer and a gamer who loves indie games as well. As a gamer I had a problem which was finding what to play next based on my taste and mood sometimes and what I was feeling like playing. Spending time checking videos reviews and etc to decide if it’s for me the given time also. Not only the big titles but also the ones that fly under the radar and are genuinely great.

So I built a platform called theindiegame.io it is a discovery platform and library with recommendations for indie games. Search by genre, mood, feel, or just browse. The goal is to help players find hidden gems that never get the attention they deserve, and help indie devs get discovered by the right audience. Players can create a collection of games they want to play, get recommendations based on the favorite games and likes. Search by categories, moods themes and etc

For devs: I index games from IGDB or can be uploaded by you via the app if not in IGDB. No paywalls, no algorithms selling placement just discovery.

I am really passionate about this project and I am constantly improving it and trying to think about features and write down ideas and etc. Would love your honest feedback what would make this actually useful for you as a player or a dev?

Thank you!!

👉 theindiegame.io

(+1)

Three things from the other side of this — my game is exactly the kind you are trying to surface 🎮

IGDB sourcing will miss the long tail you are aiming at. IGDB’s coverage of itch’s smaller releases is thin, and “flies under the radar” and “not in IGDB” are close to the same set. If the index is IGDB-first, the platform structurally excludes the games it exists to find. Dev upload helps, but it is opt-in — and the devs who never market are exactly the ones who will not opt in either.

A recommender built on likes and collections cannot solve cold start. A game with no signal is invisible by construction, which is the precise problem you opened with. So whatever you do for a game with zero likes and zero collections is the product. If that path is content-based — genre, tags, mechanics, description text — say so loudly, because it is the one thing that separates you from every “people who liked X also liked Y” system that already exists.

Be careful trusting self-reported mood and feel tags. Devs tag badly, and not dishonestly — they tag what they hoped they made. Ours went out carrying “pixel art” and “puzzle-platformer” on a 3D Three.js arena game, and it sat that way until an audit caught it. Cutting the wrong tags and adding the right ones did more for us than anything else we changed. If mood is dev-supplied, plan to validate it. If it is derived from the build or the text, that is a real moat and worth leading with.

What does a game with no ratings on day one look like in your system? That is the interesting half, and it is the half most discovery platforms quietly skip.

(3 edits)

First off I wanted to say that I honestly appreciate the fact that you took the time to reply and with a detailed breakdown it really means a lot.

On IGDB: Agreed it misses the deep itch.io long tail, but I don’t want to exclude it either, plenty of IGDB games are also on itch.io, and players shouldn’t lose access to those. The dev upload path exists specifically to bring in games that IGDB never touches. You’re right that the devs who need it most won’t opt in, that’s an unsolved problem I’m still thinking about. The dev upload path addresses this. I mean upload and you’re visible from day one with no signal needed. The harder problem is reaching the devs who don’t market at all and may never find the platform. Still working on that one and open to ideas if you have any.

On cold start: Discovery here is content-based first like genre, mood, tags, description and not “people who liked X.” A game with zero ratings and zero collections still surfaces if someone searches for its mood or genre or play style or theme and etc. Interactions improve ranking over time but aren’t required to appear at all. On top of that, a dev who uploads directly gets surfaced in a dedicated section immediately, independent of ratings or collections. That idea actually came from an indie dev who pointed out exactly this gap. It’s still opt-in, so your point about reluctant self-promoters stands but the incentive is at least explicit: upload and you’re visible from day one.Nothing appears there yet since no dev has uploaded through it, but that’s the path for games that IGDB doesn’t cover. Happy to share a screenshot of how it looks on the test server if useful.

On tags: Valid concern. Currently relying on IGDB data which has its own quality issues. I’m actually working on a feature where players can add their own tags after playing a game, the idea being that player-supplied tags, mood and etc after real playtime are more accurate than dev-supplied ones. Curation and validation beyond that is also on the roadmap. Also in the long term devs maybe can edit their game as well anytime.

What’s your game? Happy to check how it currently shows up. If it’s not on IGDB you can create an account and submit it directly. There’s a short review process to verify it’s a real game and the data is clean, but that’s it.

On reaching the devs who never market — you asked for ideas, so here is the one I would build 🎮

The trap in “dev upload” is that it is a channel which requires the dev to show up, and the devs you are describing are defined by not showing up. Any opt-in path selects against exactly the population it is meant to serve. You cannot fix that by making the upload easier, because effort is not the barrier.

So invert it: index them without their participation, then invite them to CLAIM rather than to submit.

itch’s browse and tag pages are public and crawlable. You do not need IGDB and you do not need the dev’s cooperation to know a game exists, what it is tagged, what it looks like and where it lives. Build the listing first. Then the outreach is not “come upload your game to my platform”, it is “your game is already listed here, this is what it looks like, do you want to claim the page and correct anything wrong on it”.

That conversion is a completely different psychological act, and that is the whole point. Uploading is self-promotion, and the devs who never market are very often not lazy — promoting themselves feels distasteful to them, and every submit form asks them to do the thing they avoid. Claiming is not self-promotion. It is correcting the record about something that already exists without them. Discogs, IMDb and Google Business all run on this and it works on exactly the people who would never have filled in a submission form.

The bonus is that your cold start stops depending on adoption. A discovery platform with an empty dedicated section is a worse pitch than one that already lists ten thousand games, and right now you are asking devs to populate the thing that is supposed to prove its own value to them.

Two honest caveats, because they will bite you if nobody raises them now. Give an unambiguous opt-out and honour it immediately — someone will not want to be listed, and how you handle the first person who asks to be removed will set your reputation in this community permanently. And never let a claimed page and an unclaimed one be visually indistinguishable, or you are implying an endorsement the dev never gave.

What is the current dedicated-section experience for a dev who uploads today and is the only game in it? That is worth designing before it has occupants rather than after.

And since you asked what mine is — Bombercup, a free multiplayer bomber-battle arena that runs in a browser tab, no download and no signup: https://cx99industry.itch.io/bomberonlinewc

It is a useful test case for you, because it is exactly the profile you are trying to serve and it will not be on IGDB. Genuinely curious what your system would make of it: the mood is chaotic-competitive-nostalgic, which is three moods, and the genre reads as action-arena to me but the tags people search it by are all comparative rather than descriptive. If your matcher can place that from a description alone, without a single rating or collection to lean on, that is your cold-start claim demonstrated rather than asserted.

Unofficial fan project, no affiliation with Konami or Hudson. Nothing for sale, nothing to install.

(+1)

Really well put — the psychological difference between “claim” and “submit” is real and I hadn’t framed it that way before.

Worth mentioning that the dev upload feature wasn’t something I designed in isolation. It came directly from feedback from indie devs who asked for it. So while the claim model solves one population, there’s another population that actively wants to own and manage their listing from day one. Both are real.

A few honest constraints on the itch.io crawling path: itch.io’s API is developer-only (your own sales, download keys) there’s no public catalog API to browse or ingest games the way IGDB provides for mainstream titles. So coverage would require a scraper, which is technically possible but would likely violate their Terms of Service, and is the kind of thing that gets you banned or ignored if you ever try to reach out for a partnership later. That’s also why direct dev uploads are cleaner for now; I control the relationship, and devs get a dedicated section in Discover. And a crawler would undercut exactly what makes the upload flow valuable: a dev who submits their game gets immediate visibility, their own dedicated page, and a section built specifically for dev-submitted games. That’s something a crawler can never replicate.

On the claim model specifically, you’re right that it removes the self-promotion barrier, but it does hand control of the listing to someone who never asked for it. Platforms like Steam and GOG go the opposite direction and require devs to own their page from day one. There’s a reason for that: devs who care about how their game is presented want to control it, and an auto-generated page can misrepresent them before they even know it exists. The opt-out you mentioned is the minimum but the first impression problem is real.

On the claim model from an engineering perspective, I love the idea and “your game is already listed, do you want to claim it” is a much better pitch than a submission form. The challenge is verification: how does someone prove they own the game? Without that, a bad actor creates an account and starts claiming and editing games they don’t own. Discogs works because music ownership is verifiable through external signals like label credits, artist profiles, release history. A game dev claiming their itch.io page needs a similar anchor, probably proving ownership of the itch.io or Steam URL. That’s solvable but not trivial. IGDB is actually a closer comparison than Discogs here since it’s a community-maintained database where anyone can edit, and it works because games have enough external reference points to catch bad edits. The difference is IGDB has a large active community to self-correct and is not just indie oriented. At this scale, every claim needs manual review, which brings back the bottleneck the claim model was supposed to remove. Worth building toward but the verification layer has to come before the claim flow, not after.

On the psychological barrier, you’re right that claiming feels different from submitting. But I’d push back slightly: some friction isn’t always bad. A dev who puts zero effort into visibility is also likely to put zero effort into responding to players, updating the game, or engaging with their community. The platform works better when devs are at least a little invested. The goal isn’t to remove all effort, it’s to make the effort feel worthwhile. If a dev sees that listing their game here drives real traffic and real players, the motivation follows. That’s the bet. And players notice. Gamers genuinely respond to devs who show up who post updates, respond to feedback, engage with their community. Some of the most beloved indie games probably aren’t the most polished ones, they’re the ones where the dev was visibly present. That engagement is part of the product, and it starts with being findable.

The deeper issue with “never market” devs is motivation, not friction. Even a claim flow requires them to care enough to act. Some won’t, and that’s genuinely hard to solve without something pulling them in: visibility, downloads, a reason to show up. That’s what the dedicated dev-uploaded section is trying to build toward: if a dev sees real traffic coming from a listing, that’s the motivation to engage.

On Bombercup, I don’t have a crawler yet so I can’t pull it in automatically, but I’d genuinely love to have it on the platform. It sounds like exactly the kind of game that deserves more eyes. A few options: I can add it manually as admin, or you can upload it yourself through the dev upload flow. It has its own dedicated section for dev-submitted games. Either way works, happy to do whichever is easier for you.

On your cold-start challenge, it’s a fair test and I want to answer it honestly. Multiple moods are supported simultaneously so chaotic, competitive, and nostalgic working together isn’t a problem. On comparative search: it partially works. Searching “atmospheric horror” or “action arena” works because the system searches across tags, genres, themes and descriptions so descriptive language maps reasonably well. Where it breaks down is truly comparative language: “games like Bomberman but faster” or “something like this but shorter and more relaxing” — the system has no way to parse that kind of relational intent yet. That’s a bigger challenge and an unsolved one. On mood inference: moods are currently generated at ingest time and in the case of dev uploads the dev defines them directly. The longer term direction is player-driven: after playing a game, players log how it made them feel, which over time builds a much richer and more accurate signal than anything inferred from text alone. That’s harder to game, harder to hallucinate, and closer to how people actually talk about games. Not there yet, but that’s where i am thinking on going.

I genuinely appreciate the thoughtfulness here. This kind of feedback is rare and it does shape how I think about what to build next. That said, every feature decision sits at the intersection of what different people want, and those people don’t always agree. The upload flow came from devs who asked for exactly that. The claim model is a valid alternative that solves a different problem. Both represent real perspectives, and neither one alone defines the right direction. I’m one person navigating a lot of competing needs, and the honest answer is that no single conversation settles these questions but conversations like this one move them forward. So thank you.

You are right about the crawler and I moved too fast there 🎮 “Technically possible but probably against the terms” is a real answer, and the partnership point is the one that should settle it: a scraper is a thing you can never mention in the conversation you eventually want to have with them.

But I think that constraint has a door in it that you may not have looked at, and it is neither a crawl nor the claim model. It is a third option, and it keeps your “the dev owns their listing from day one” principle completely intact.

itch documents an OAuth 2.0 implicit flow. You register an OAuth application, send the dev to itch.io/user/oauth with your client id and the scopes you want, they approve on a consent screen hosted by itch, and you get a token back. Under the profile:games scope there is an endpoint, api.itch.io/profile/games, which in itch’s own words fetches data about all the games you have uploaded or have edit access to. The payload carries title, short_text, url, cover_url, classification, platform traits, published state, and view and download counts.

Look at what that does to three of the problems you just described, at once.

No crawler. The dev authorised it, itch built the door, and there is nothing you would have to explain away later.

It is your verification layer, and you do not have to build it. You said, correctly, that verification has to come before the claim flow, and that otherwise every claim needs manual review. With OAuth, itch does the proving. Nobody can authorise a game they do not have edit access to, because the token is scoped to their account. That is the bottleneck removed rather than managed.

And it collapses the effort barrier without removing consent. A dev with eight games fills in eight forms today. With this they press “sign in with itch.io” once, and every game they own arrives with cover art and description attached. It is not a claim model, so it never hands anyone a page they did not ask for, and your first-impression problem does not arise at all. The dev still owns the listing from day one. They just did not have to type it.

Two caveats, unprompted, because both would bite you in public.

The profile/games response includes earnings and purchase counts. Discard them at ingest, and say so plainly on the consent screen. A dev who reads that scope carefully will work out that you can see their revenue, and one person saying that out loud in a forum costs more than the whole feature earns.

The payload carries a published flag, which implies unpublished and draft entries come through too. Filter on it, or the first time someone connects you will publish a game they had not announced yet.

On friction as a filter, you have a real argument and I want to concede the strong form of it: a dev who invests nothing in visibility probably invests nothing in their players either, and you are not wrong that the platform is better with invested devs on it.

Here is where I still think it points the wrong way. Friction selects for devs willing to market. Your player-side promise is finding things you would not otherwise find. Those two pull in opposite directions, because the inventory that makes you different from Steam is exactly the inventory held by the people least likely to fill in a form. Friction does not only cost you volume, it costs you the specific stock that is your differentiator, and it costs it selectively rather than at random.

So: keep the friction on the relationship, take it off the inventory. Claiming, editing, replying to players, all of that should require showing up and should visibly reward it. Being listed should not.

On comparative search, I think it is more tractable than you are treating it. “Like Bomberman but faster” is not arbitrary relational language, it is three fields: an anchor, an axis, a direction. You do not have to parse arbitrary relations. You have to resolve the anchor against your catalogue and map the modifier onto an axis you already store.

And there is a version that skips the language problem entirely. On every game page, a row of chips: more like this, but — faster, calmer, shorter, harder, multiplayer. Each of those is a query you can run today. The unsolved NLP problem becomes a solved UI problem, and every click is a labelled example of precisely the relational intent you cannot currently parse. You would be assembling the training data for the hard version while shipping the easy one.

On Bombercup, please do add it manually as admin, and I would genuinely rather you wrote the entry off the itch page than have me hand you polished copy. An entry the developer did not shape is a much better test of your ingest, and if it comes out wrong that is worth more to you than if it comes out right.

Bombercup, at cx99industry.itch.io/bomberonlinewc. A free multiplayer bomber-battle arena that runs in a browser tab, no download and no signup, continuous movement rather than grid-snapped, with a corner-slide assist. Unofficial fan project, no affiliation with Konami or Hudson, nothing for sale and nothing to install.

And on your closing point, that no single conversation settles these questions: agreed, and it is the right instinct to hold. The upload flow came from devs who asked for it, and those devs are real. I would only note that the OAuth path is not an alternative to them. It is the same thing they asked for, with the typing taken out 🚀

I have trouble with your concept. Finding "hidden gems" is all good and nice on paper. 

But how would that even work? You need curation work here. Big time. Adding games by whatever tagging mechanisms might in theory connect games to players according to interests. But this means, you have to do better classification than the platforms you pull the data from. The data from Itch is garbage in that regard. Tags will not capture what the game is. You need crossreferences to a player profile, to get a handle on what the game resonates with.

This would be possible with massive curation work. In other words, objective reviews that can be split into those "vibes" and are not just a number like 4/5.

And I do not think there are many hidden gems in the 1.2 million games on Itch that do not even have a single rating, negative or positive.

First of all, thank you for your response I really appreciate it.

You’re raising something real, and I’d rather engage with it honestly than defend a pitch.

A clarification first. I don’t pull from itch.io. The catalog comes from IGDB, which covers commercially released games that went through some baseline quality filter just by existing on those platforms. The 1.2M itch.io problem is real, but it’s not the problem I’m solving right now and honestly, dumping 1.2M unvetted games into the catalog would break the thing I’m trying to build. Quality over volume is a deliberate call, not a limitation.

About the curation. You’re right that tags alone don’t work. That’s actually why the platform combines multiple layers instead of relying on a single signal: mood (“atmospheric”, “cozy”, “tense”), genres, themes, completion time, platform, and rating filters. Each layer narrows the search further. Someone looking for a short, atmospheric puzzle game under 5 hours on PC with a high rating gets a very different and much smaller list than a genre tag alone would produce. It’s imperfect, but it’s a fundamentally different bet than tag matching.

On the review point. You’re describing exactly what the platform should grow toward, and honestly what I’m already working toward. A number out of 5 tells you consensus, not fit. The next feature I’m building lets players log not just a rating but how a game made them feel and refine or add tags from their own experience. The mood and vibe signals are an attempt at that: matching on what a game feels like rather than how it scored.

The data integrity question is real: Community tagging can be gamed. But aggregation handles most of it: one bad actor’s vote is noise, a pattern across many players is signal. IGDB solved the same problem with community edits, moderation, and trust scores. The mechanism doesn’t need to be perfect, it needs to be resistant enough that manipulation doesn’t pay off.

One more thing worth naming directly. “hidden gem” is subjective by design. A hidden gem isn’t a game that’s objectively great and undiscovered it’s actually a game that’s right for you that you haven’t found yet. Someone who loves cozy farming games and someone who loves brutal roguelikes are looking for completely different hidden gems. The platform doesn’t curate taste, it narrows the search based on yours.

That’s the actual goal that if you finished a game you loved and want something similar, you shouldn’t have to spend an hour reading reviews, watching trailers, and cross-referencing completion times. You already know what you liked and the platform should use that to get you to the next one faster. The closer I get to a real player profile, what you played, what resonated and what didn’t the more precise that match gets.

What also makes this different from every other IGDB-powered discovery site is that developers can actually participate. They can submit their game, own their listing, and reach players who are actively looking not just browsing a database someone else built. Any dev, including itch.io devs, can go through the upload flow. I just don’t want to pull 1.2M games automatically and call it discovery.

On the “no ratings” point, that’s one of the harder problems to solve honestly, and I’ll be upfront about it. I’m building this solo, which means every design decision, what to approve, what to reject, how to weight signals falls on one person. An approval step helps filter obvious noise, but it creates a new problem: I become the sole judge of what’s worth listing, and that doesn’t scale and isn’t fair. A genuinely good game with zero ratings because the dev had no marketing budget looks identical to a bad game with zero ratings on paper. I don’t have a clean answer to that yet. What I do know is that volume alone isn’t the goal a smaller catalog where every game has a real chance of being found is more useful than 1.2M entries where 99% are invisible anyway. The right mechanism probably involves community input, dev engagement signals, and time but it needs more thinking, and this kind of feedback is exactly what shapes those decisions.

Since you’ve thought about this just genuinely curious: if you were setting the rejection criteria for dev-submitted games, what would you use? Not “is the game good” because that’s subjective, but what signals would tell you a submission is worth listing versus noise? I’m still working that out and I’d rather not get it wrong.

Lastly none of this is black and white. There are real tradeoffs between business logic, engineering constraints, design, and what most players actually want and as a solo developer I’m navigating all of those simultaneously. This is a work in progress. The direction is clear even if every piece isn’t built yet. Where I genuinely agree: without a richer player profile, the recommendations are educated guesses at best. That cross-reference layer is the hard part, and I’m not there yet. But that’s exactly where I’m going.

So your plan is to rely on the players being the curators. Might work. But it will be super hard to re-invent this. This is going on and being developed and worked on for at least 30 years or so. https://en.wikipedia.org/wiki/Firefly_%28website%29  https://en.wikipedia.org/wiki/Collaborative_filtering

Even harder will it be to get users to use your platform. I see threads like your's here every other month or so. Someone comes along and wishes for a new place for people to find games, or to promote games. Might work out (it did for Itch, though the motivation to create Itch was a bit different.). But most do not work out. I remember a longer discussion with someone here that had nice big screens of mappings with how corelated tags were or something like that. I do not remember the specifics, but I think it was the same overal concept of somehow deducing what a game's target audience is.

The hardest selling point might be, why use your platform, if they can just use one of the already existing ones, like igdb. Including the actual platforms, the games are available on. Most people are perfectly capable of finding new games to play on Steam, by the features of Steam. Itch has some a lot of quirks, but even here you can learn how to find games you might like.

To pitch as a service that you can match a game to a player by mood or vibe, you have to have a metric of what the game is and more importantly, what the player really wants.

If you accept developers to submit their own games, you will need to decide if your goal is to have a discovery feature for professional games or for hobby developer games. There is literally no entry bar on Itch. So claiming to be a published developer here, would mean nothing in terms of professional level. I do not know how igdb handles this. But I doubt you can submit a fresh game published yesterday and only on Itch by a hobby dev.

When you say hidden gem, I would think of games like this https://www.igdb.com/games/vambrace-cold-soul . Interestingly the one critic did give it a 9. While the people that bothered to rate it only gave it a 6. It's basically a story rpg with the turn based combat mechancis of Darkest Dungeon. Still some people call it a roguelite or roguelike, even on igdb. It is the 7th most popular tag for this game on Steam. But this is rogueish the same way any rpg can be a bit different each playthrough. But it lacks the "run" mechanic any rogueish game has - it is not meant to be played several times. So using that rogue classification to recommend the game to players, might fail utterly.

And the issue is, that even somewhat known hidden gems, just have very few ratings. You can't do much statistic with only a couple reviews.

Speaking of Darkest Dungeon. They made a sequel. The sequel has about 1:3 negative ratings. The first one has about 1:10. What you do not see is all the people that were wise enough to skip the sequel.  The sequel also only has about 15% review numbers compared to the original. Superficially, they share the same tags. But everything that made DD1 tick and resonate with the players, they took away from the sequel. The issue with roguelike and roguelite is, that most people cannot distinguish between those and often use the terms "wrong". But dd1 was roguelike and dd2 is roguelite. One is full of careful planning and investment and dread to lose all that, the other ist just grinding. 

So what your thing ideally should be able to is this: see what makes people like dd1 and recognise that they probably will not like dd2. 

And as a counterexample for sequels. Monster Train 2. They took everything from MT1 and improved it. MM2 has only 50% of the reviews, not 15%. But most importantly, the ratio of negative ratings on Steam is about the same for both games. It's 1:20. So I dare say it gives the same vibes to the target audience.

My plan isn’t one or the other. it’s a combination of manual work, automated enrichment, and player contribution over time. You’re right that collaborative systems have worked for decades precisely because people want to contribute when the platform gives them a reason to. That’s the direction.

On getting users you’ve identified exactly where I’m stuck. Building the features is the solvable part. Convincing people to try something new when they’ve seen a dozen similar posts this year alone is the real problem. The saturation you’re describing is real and I feel it. Players are disengaged from new platform announcements because most don’t deliver anything meaningfully different.

The difference here is that this is a niche platform focused only on indie games. Not all games. Most platforms like IGDB or Steam just index everything, which means indie games get buried under AAA and AA releases. Even when you search for similarities on those platforms, the results mix everything together regardless of what you actually want. I tried it myself: I love pixel art, games like Dead Cells or Huntdown games lets say like 2D, action, fast. On IGDB or Steam the similarities are loose at best and often completely off. Wrong genre, wrong scale, wrong feel. So I built my own similarity algorithm specifically to get as close as possible to what you actually want. The filters compound: pixel art, 2D platformer, action, rating above 7, completion time under 20 hours. That combination on most platforms either returns nothing or returns noise. Here it works and returns genuinely close matches. I found games through it myself that I couldn’t surface anywhere else. There’s also a strict mode that tightens the match criteria further for people who want very precise suggestions rather than broad ones.

Your Darkest Dungeon example is the clearest illustration of where tags fail completely. DD1 and DD2 share the same tags on the surface but everything that made DD1 resonate the dread, the careful planning, the weight of losing something you invested in was removed in the sequel. No tag captures that delta. What would capture it is players describing how each game made them feel. That’s the player mood logging feature I’m working toward. Not metadata assigned by a database, but how the game actually felt to the people who played it. Over time that signal would naturally show that DD1 and DD2 land differently for players even when every classification field is identical. But also, and this matters I can’t decide that for anyone. Some people genuinely love DD2. Some prefer the lighter roguelite loop. The platform shouldn’t exclude DD2 from suggestions or penalise it for being different from its predecessor. What it should do is surface DD1 to the player who logs “dread, strategic, investment” and DD2 to the player who logs “fast, replayable, casual runs” and let the player decide. The signal separates them, the recommendation follows the player’s own taste, not a verdict on which game is better. Monster Train 2 would cluster with Monster Train 1 for the same reason, players who loved the first described the same feel in the second.

On dev submissions and criteria you’re right that it’s a delicate matter. Right now there’s a manual approval and rejection flow with a reason given. But the criteria aren’t clearly defined upfront and that might create frustration. The honest answer is that a finished game with existing reviews and some evidence of player engagement is a much stronger submission than a fresh upload with nothing behind it. Making those criteria explicit before someone applies might be a fair approach rejection hurts less when the bar was clear from the start. Still working out exactly where to draw that line.

The hardest part isn’t the engineering. It’s making someone understand within thirty seconds why this is different from the last thing they saw. That’s unsolved and I won’t pretend otherwise. These are all genuinely good points and I appreciate the depth of this conversation more than I can say. It’s rare to get feedback that actually challenges the assumptions behind what you’re building rather than just the surface of it. I’ll keep thinking through all of this a lot of what’s been said here will directly shape decisions I haven’t made yet.

If you’re curious about where it goes from here, I post development updates in a Discord new features, decisions, open questions. You can find the invite link on theindiegame.io. No pressure at all, but if you ever want to follow along or throw in an idea, you’re more than welcome. Any perspective is valuable, especially from people who think about games the way you clearly do.

Well, from my impressions, the projects "announced" here, are most often made by developers for developers to get a vehicle for promotion. The pitch is not for people to find games, but for devs to promote games. (Your's is a better approach).

I found the discussion I mentioned, it might be of interest to you /t/4748289/itchio-api-for-game-metadata and  /t/5258962/games-recommendation-system-dev-progress

Steam tags are interesting, because they do have a ranking. With enough popularity, they should become more accurate. Then again, if one curator runs in the wrong direction in the beginning, a lot of people might just agree and not question the wrong classification. This is also bound to be influenced by trends over the years. Glaring examples:  https://thejaspel.itch.io/backpack-hero  on Steam the game has no indie tag. Or the fact that peopl voted "rpg" the 15th most important tag for https://store.steampowered.com/app/646570/Slay_the_Spire/ . That game is not even close to a rpg, but opinions obviously differ here.

What it should do is surface DD1 to the player who logs “dread, strategic, investment” and DD2 to the player who logs “fast, replayable, casual runs” and let the player decide.

The thing is, dd2 is not replayable and not fast and not casual either. A run will last like 3 hours. And you do not replay it, you grind it. And that grinding means, it is not casual. Replayable means, you get worth out of a new replay. Maybe you associate this with rogue-lite, because neither dd1 nor dd2 is tagged with "replay value". Or you just used things you think are opposite of investment.

                 
Darkest DungeonDarkest Dungeon II
1Turn-Based CombatTurn-Based Tactics
2Dungeon CrawlerRoguelite 
3Dark FantasyDark Fantasy
4Roguelike Dungeon Crawler
5RPGLovecraftian
6LovecraftianSingleplayer 
7DifficultRoguelike 
8Turn-BasedPerma Death
9SingleplayerTurn-Based
10Perma DeathTurn-Based Combat
11StrategyParty-Based RPG
12AtmosphericGothic 
13DarkStory Rich
14IndieCRPG
152D2D 
16RogueliteRPG 
17HorrorHand-drawn
18GothicTurn-Based Strategy
19FantasyProcedural Generation
20Great SoundtrackStylized

I see here that tag usage changed over the years. Even on Steam with their limited tag pool. What's with turn based tactics not even appearing in dd1? New tag? And what's with all the rpg tags. Those games ain't rpg. And there is no perma death in dd2, hence it not being a roguelike anymore. And notice how it is no longer tagged indie. An interesting signal is the appearnce of story rich and hand-drawn. dd1 was hand-drawn too. 

And I notice that some tags are more accurate than others. Lovecraftian for example seems to be rather accurate. And rpg seems to be noise selected by people that do not know that  just because you control "a character" does not make a game an rpg.

So what does this actually say? Tags are not reliable. Because people have different opinions when to apply them and how important they are. That goes for selecting the tags, and for creating any signal from tags to match to a player.

What I initially meant with the 30 years, there has been reasearch done. Companies use classifications and player profiles and obviously techniques to match those two. Which means two things: 1, you might dig up knowledge how to do this. The theory behind it, and ways that will not work or are established industry standard. And 2, re-inventing this from scratch in any way that can compete with existing solutions is gonna be hard. 

Yeah, having a mapping of feelings a game will invoke and searching for those is well on paper. But this sounds like a thing that cannot be gathered automatically from existing data.

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Cool thing. Godspeed!

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Thank you, genuinely. A few words go a long way when you’re building something solo. I’ve put a lot of work and passion into this and there have been moments where I seriously considered walking away, but something keeps pulling me back to it. Comments like yours are part of what does. Means more than you’d think. Godspeed to you too.