Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

High Player

8
Posts
4
Topics
3
Followers
A member registered 27 days ago · View creator page →

Creator of

Recent community posts

I am looking for up to 8 independent players to try a 25-35 minute vertical slice of STARBRIAR: THE HOLLOW LINE.


Project page (restricted access): https://high-player.itch.io/starbriar-the-hollow-line-private-playtest


If you are interested, reply in this topic with your itch username and whether you can test keyboard/mouse or a controller. I will grant access to selected testers; please do not post email addresses or other sensitive information.


The route includes Iona and Rhea dialogue, a Hollow Lantern equipment choice, a skill choice, two escalating encounters, the Hollow Conductor boss, a Rail Key reward, and a Night Car handoff.


I am looking for candid feedback about: when the goal became clear; the first confusing, repetitive, or boring moment; dialogue captions; combat telegraphs; equipment and risk objectives; boss phases; reward clarity; and whether you would consider paying US$9.99 for the completed game.


This is a voluntary research playtest with no payment commitment. Recording is off by default. Please do not share private files, credentials, payment details, precise location, or unapproved voice/face recordings. This topic is for playtest coordination, not a request for a positive review.

Thanks for clarifying. I understand this is currently unpaid and that games created through the program are jointly owned. Before deciding, please send the official terms covering joint ownership, website/social display, model training/data use, exclusivity, termination, and whether any paid creator or referral path exists. I will not submit STARBRIAR or existing IP; any test would use a throwaway non-confidential prototype.

thanks for reaching out. Before I opt in, could you clarify whether this is a paid creator program or an unpaid product beta? If paid, what are the rates, deliverables, timeline, and payment method? Please also share the official company/domain and terms for feedback, recordings, and ownership of my games. I would only test with non-confidential material and would not grant account access or upload private customer data.

Thank you for running all three shifts and preserving the +3 note. Evidence chain received intact. One question: before committing, which shift's disposition felt least clear, if any?

I am looking for one public HTML5/itch.io release to audit through a fixed-scope paid pilot.


This is not general “play my game” feedback and it is not a zero-bug promise. I test the deployed player route that can differ from a local build.


US$99 pilot deliverable:

• one public itch.io HTML5 game, one release candidate, one retest

• title screen to one primary playable path and ending

• keyboard, pointer, and touch reachability

• refresh, versioned save, and restore behavior

• 1440x900, 390x844, and 320x700 viewport checks

• console errors, failed resources, iframe, and fullscreen review

• severity-ranked defect list with exact reproduction steps and a ship/block recommendation


Boundaries: no source-code access, credentials, payment or security testing, private/confidential builds, multiplayer load testing, or code fixes. Scope is confirmed before payment.


Evidence of effort: I currently maintain 15 public browser games and use the same release-route matrix on self-owned builds. The method page includes a free preflight checklist and a de-identified sample report from a self-owned test build; it is not a customer testimonial:

https://checkpoint-signal-guides.whitesir520.workers.dev/release-qa/


If your HTML5 build is already public, reply with the one route you most need proven. Which failure is your biggest release risk: mobile viewport, save/refresh, or an unreachable ending?

I’m the developer of this tool. After building and publicly regressing 15 browser games, I packaged the repeatable preflight checks into a small offline release kit.


HTML5 Release Gate Kit checks:

- index.html at the ZIP root

- missing local HTML/CSS references

- case mismatches and case collisions

- absolute local paths and external runtime dependencies

- macOS packaging debris


It also includes an editable title-to-ending player-path matrix for pointer, keyboard, touch, save/refresh, console/network, and 1440x900 / 390x844 / 320x700 checks.


Price: US$9.99. The ZIP is inspected locally in your browser tab; it is not uploaded to my server. This is a bounded package/release gate, not a security audit or a promise of zero defects.


Product: https://high-player.itch.io/html5-release-gate-kit


One question for HTML5 developers: which release blocker costs you the most time — ZIP structure, mobile/touch, save/refresh, or public-iframe-only failures?

I’m the developer of Floor Zero: Night Registry, a downloadable archival mystery about tracing authorization through conflicting records.


The free Prologue currently contains four connected incidents. All people and records are fictional, and it runs without an account, customer data, or file upload.


Play the free Prologue from the project page:

https://high-player.itch.io/floor-zero-night-registry


I’m looking for one specific piece of feedback:

At which evidence comparison did the authorization chain first become unclear?


I’m not asking for ratings or follows. A short note naming the comparison is the most useful response.

Thanks for taking the time to play — I’m glad the visual language worked for you. I keep ratings independent rather than exchanging them, but your playtest answer would genuinely help: would you play another shift after reaching an ending?