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.

                    Awfy Also does the steam handle your local taxes? i mean you gained $800 stuff so in the end its already tax free money or do you have to pay additional taxes as per your local laws?

                    But im guessing youre from US based on the currency, so it might be different.

                    I'm not from US so Steam deduct taxes accordingly. The revenue is without the US taxes while the net profit is with the US taxes applied.

                    Steam will also take a 30% cut from my net profit whenever they transfer the money to me at the end of the month.

                    From this money, I would be paying my local taxes. So my local taxes comes last, which I pay manually.

                      xyz I tried a lot of things but nothing much worked aside from a few twitter and reddit posts.

                      I did work with The Indie Game Collective to let more streamers play the game but I don't think it increased sales by a large margin.

                      • xyz replied to this.

                        Awfy Damn so the $800 profits are no profits 😃 800 - 30% ~ 560 - 22% = $436 so basically real tangible profits in your pockets = 0.5 * steam page profits.

                        well.. game better be doing good if you want to be a millionaire and smarter than 5th greaser

                        • Awfy replied to this.

                          Awfy Will you be doing a sequel or the next game?

                          • Awfy replied to this.

                            Awfy also i wonder, your game is on steam, if you would want to give out keys for the game, how many key you have? I mean do you have to set the number of keys in advance? Is that some special operation or you can just grab a key when you want?

                            Also can you disable games that someone bought? like set it to pirated/invalid or something if such thing happen?

                            • Awfy replied to this.

                              kuligs2 This doesn't seem right.
                              The revenue of $1000 has it's tax deducted. So $800 is after tax is deducted.

                              Steam would take 30% from $800 which would be $560, which is what I would receive from Steam. Not sure where the 22% came from.