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.