I'd like to inform everyone that the game is finally finished ^^

Would to have playtesters for my game so if anyone is interested, please let me know.

    6 days later

    Awfy Would to have playtesters for my game so if anyone is interested, please let me know.

    I'm interested 🙂

    I just came up on this channel, and I think your game fits perfectly on it. The streamer has this series called "X Games made in Godot to inspire you" ...

    a month later

    Jailbreaker now has a Steam Page! Consider wishlisting the game on Steam. It will release Q1 2024

      9 days later

      Jailbreaker now has a revamped, public demo on Steam! We are getting closer and closer to the release. I'm excited but also kind of nervous. Anyone have some marketing tips for me to help push the game to more people (preferably with minimal cost)?

      • xyz replied to this.

        Awfy Probably best to try to reach youtubers that review/stream games in your niche.

        One other thing, not marketing per se, and you possibly won't like it, but I'll say it anyway 🙂.

        Add some color. Obviously, monochrome-ness was your stylistic choice but adding color might work wonders for emotional impact. For your game it could be as simple as using a single additional accent color for some elements in the level (saws and collectables are an obvious choice). The colors could be from a "retro" RGBCMY palette, and perhaps wary per level or groups of levels.

        Awfy I gave demo a go. Went through all 10 levels twice. It's good. Quite hard but easier than expected, though from the looks of it I expected ultra hardcore.

        • There was a bug (or feature) I couldn't replicate. In the second part of tutorial I fell down from the right platform and the screen went white. The game become completely unresponsive but not fully frozen as crt glitch animations were running normally. Needed to restart.

        • Sliding up the walls mechanic is not communicated clearly enough. I completed the first playthrough totally unaware of how it works, just winging it. Perhaps it needs to be directly stated that the closer to a wall you jump the higher you slide up. Maybe best to do it in the tutorial as you need to use it there.

        • The tutorial rooms with sliding walls are a bit disorienting, given that these may be the first areas the player encounters. It does look cool though. Maybe have full walls drawn a bit fainter and keep those sliding highlights for effect.

        • Awfy replied to this.

          xyz

          There was a bug (or feature) I couldn't replicate. In the second part of tutorial I fell down from the right platform and the screen went white. The game become completely unresponsive but not fully frozen as crt glitch animations were running normally. Needed to restart.

          Was the screen white or grey? I don't think I've seen this bug before. Is this the room with the moving platforms and the door?

          The tutorial rooms with sliding walls are a bit disorienting, given that these may be the first areas the player encounters. It does look cool though. Maybe have full walls drawn a bit fainter and keep those sliding highlights for effect.

          Which rooms do you mean? The tutorial rooms with moving platforms?

          • xyz replied to this.

            Awfy Was the screen white or grey? I don't think I've seen this bug before. Is this the room with the moving platforms and the door?

            In this tutorial room:

            Got something like this. It may have been kind of grayish not fully white I suppose, not sure.

            Awfy Which rooms do you mean? The tutorial rooms with moving platforms?

            The two tutorial rooms. They look like moving platforms but actually work like full walls. I think it may be a bit too confusing for the very first room(s) you see in the game.

            Awfy I don't think I've seen this bug before

            I have a proclivity for breaking things 🙂. My wife says I should be used as a high-profile all-around tester. Every product I regularly use typically breaks or starts malfunctioning way before its warranty expiration date.

            • Awfy replied to this.

              xyz As a programmer, I wish to have the skills of casually breaking things like you do.

              2 months later

              Hey everyone! My first commercial project, JAILBREAKER, releases January 23 this year! I'm super stoked for all the support I've gotten from this community. I'm happy to finally have something to show everyone. Hope you are all excited too!

                Awfy Great. I already wishlisted it. Break a leg at release! 😃
                Btw. Did you manage to reproduce that bug?

                • Awfy replied to this.

                  xyz Nope, but I increased the death range to see if it helps.

                  Awfy Fantastic news! And great trailer! I remember playing this and having a lot of fun. Hope you will have a stellar launch!

                  7 days later


                  JAILBREAKER is now out and available on Steam and Itch.io for $4.99, on Windows and Linux. Thank you all for the support! No matter how small the game is, I still had a lot of fun making the game and Godot was a lot of fun to learn. And your feedback was incredible as well.

                  If you like 2D puzzle platformer with unique game mechanics, please try it out!

                  https://awfy.itch.io/j41lbr34k3r

                  • Awfy replied to this.
                    7 days later

                    Awfy Today is the last day to get Jailbreaker at its Discount price. Please check it out if you like it.

                    • Awfy replied to this.
                      3 months later

                      Awfy Wow, it's been a while. My short experimental game did pretty well! Since the game is a bit dead though, I've decided to post a 3 months summary of the game's sales.

                      • 280 copies sold
                      • 1700+ wishlists
                      • Around $1000 of sales revenue
                      • $800+ of profit

                      For a short 10 month project, $4 indie platformer game, I'd say it's very good!

                        Awfy Congrats! Did you run any PR campaigns?

                        • Awfy replied to this.