I see that it's Windows-only, and requires downloading an .exe.

Maybe that's why it's not popular.

I use Linux, and would be hesitant to download an executable file even it were for Linux.

Poetic_Manchild 8 downloads over the course of a month

That's not unusual for itch.io, which has a huge quantity of published games.

    DaveTheCoder I had thought about that, but I don't own or have access to any apple or linux computers. I had a desktop that ran Linux Mint at one point, but it was very unreliable and it's broken now. I can compile Linux and MacOS builds at any time, but I would have no way of testing if they run properly, and I don't want to publish builds that don't work.

    Poetic_Manchild but only 8 downloads over the course of a month was very bad

    Start with improving the visual appeal.

      xyz How so? Of the game itself or the Itch page? And what elements exactly need improving? I'm no graphic designer or artist, so I'm just not very good at identifying these sort of things.

      DaveTheCoder I Just compiled a build of the game for Linux. I have no idea if it will work, but you are welcome to test it, as it available for download on the Itch page now.

      +1 for web export. This is what I will do to get people to play test my game as well. If you think about it your target audience (for .exe) is already a desktop user with internet so why not just have it on the web so they can just click and play.

        Gowydot It's not that I'm against having a web export, but the game was programming and compiled in a .NET compatible version of Godot, which means it won't let me export to web. While the game doesn't use any C#, so I could technically just download the same version of Godot without .NET compatibility and compile the build from there, that feels like a lot of trouble for a game that I had already finished and released a month ago. I've moved on to my next project, and I don't have the will to continue fleshing out this game. I just saw the bad download count and wanted to do some easy late promotion. Also, the game does save information to drive (for achievements) and I'm not sure that functionality would carry over to web without me needing to do more work. I find it hard to continue working on projects that I've already deemed finished. The bad download count was a result of my poor and limited promotion, which is entirely my fault. This game shall be a lesson for myself in the future.

        Man, I did not expect to write this much in a single reply.

        @Poetic_Manchild Yea I was just sharing my opinion, no big deal if you moved on 🙂 . I am working on a game with focus on mobile android export but changed to web export because of that reason. You can get people to critique your game early on and adjust as you progress.

          Gowydot Thank you for the feedback. My next game I will not make the same mistake