Jelly Brawl Trending?! (Devlog #13)
[previewyoutube=63dPC9Zac8A;rightthumb][/previewyoutube] Now you may be saying, but the full Jelly Brawl hasn't been released yet?? After last devlog I began researching many reddit post mortems of indie games and I came to one consistent realization. The most effective marketing strategy currently is showing a playable demo to your customer base. Okay well Ive done that, Ive had a demo out for months. But its not reaching as many people as I want. So how do I do that better? Well the most effective means of doing this currently is releasing a free game on steam. So I said deal me in Gabriel Im ponying up and dropping a game baby. So I prepared a big overhaul to the demo and came up with the clever name of Jelly Brawl: Classic. This is because its Jelly Brawl but you can only play the classic game mode. This took about a month to prepare because going through steam review takes time and they ask for changes and blah blah. Lets fast forward past this part cause I dont really have anything interesting to say about this that hasnt been said before. So I hit the release button and what happened? Decent numbers, I saw a nice initial peak of about 2000-5000 views each day, 100 wishlist additions to my full game and got around 2000 downloads on the demo across 3 days. Alright, a little better than when I released my demo but not crazy better. But something happened after that third day. I received ten reviews in those three days with about 80% being positive and it was after this that I got on the new and trending page on free to play hub which was a massive boost giving me more views than my whole launch day within two and half hours. By the end of this first week, I had over 3.5 mill impressions, almost 90k page visits, 22,000 demo units moved and 260 wishlist additions on my full game. Now were cooking baby After I received 50 reviews (that were still above 80% positive) within a week and a half I appeared on the new and popular list on Steam! I peaked and Im still there now..
Thus concludes Cole's chat about game dev numbers that are fun for some but extremely boring to the rest so lets get back to talking about making my game shall we. Now I have not just been sitting around twiddling my thumbs this time watching the numbers go up. Okay. Ive been doing it alot but its not all Im doing. I spent a good chunk of that month throwing more content into the game. I spent a week working on the race mode. For those unaware this is a mode where you complete time trial style through an obstacle course. I completed 3 new race maps give or take as well as improved the race experience a lot such as making a fast reset system after you die.
I also worked quite a bit on Hit & Run. The mode that is semi procedurally generated, survival esque, destruct-athon experience inspired by crossy roads and frogger. (This mode is still a little nebulous and I need to nail it down to something more) Anyways I added new props, destructible environments, logs, water, new cars. And I decided that it would be more fun if you didnt just die but instead I utilize the new smash like health system from last devlog and every time youre hit youre more likely to go flying and if youre thrown out of bounds then you are out of the game. This keeps the game fun and light.
I also added new stages and hazards like fire and lasers. I even added a new type of rounds called challenge rounds that can occur at any time and put a twist on the rules such as inverted controls or sudden death where everyone is low on health. I also created the level editor which is super cool and super fast and oh Im so proud of it! Its a tile based system where you can plop down pieces from various categories and each category has sets of alternate tiles you can sift through to craft the perfect stage, you can adjust height and rotation and quickly test your stages as you make them with this sleek UI transition. LOOK AT THAT. THAT IS HOT.
And youll be able to share to steam workshops and download others to play in custom matches Im still working on that part though Kind of like Im still working on the multiplayer oops. Thats for next week though. But the game is really coming together. There is now a fair amount of content with new challenges, improved controller support and bug fixes courtesy of the steam review teams complaints. But Im back. Im feeling encouraged that maybe now theres a chance this will all work out. So next time, we will sort out the mess that is my online multiplayer and we get it working as that is what youre all here for. Its heating up now baby! Can you handle the heat? You cant handle this jelly! Ill see you all next time. Love you bye. Join The Discord!: https://discord.gg/mXMgGSc https://store.steampowered.com/app/1278350/Jelly_Brawl/ Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
[ 2020-09-04 15:46:49 CET ] [ Original post ]
The thirteenth episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=63dPC9Zac8A;rightthumb][/previewyoutube] Now you may be saying, but the full Jelly Brawl hasn't been released yet?? After last devlog I began researching many reddit post mortems of indie games and I came to one consistent realization. The most effective marketing strategy currently is showing a playable demo to your customer base. Okay well Ive done that, Ive had a demo out for months. But its not reaching as many people as I want. So how do I do that better? Well the most effective means of doing this currently is releasing a free game on steam. So I said deal me in Gabriel Im ponying up and dropping a game baby. So I prepared a big overhaul to the demo and came up with the clever name of Jelly Brawl: Classic. This is because its Jelly Brawl but you can only play the classic game mode. This took about a month to prepare because going through steam review takes time and they ask for changes and blah blah. Lets fast forward past this part cause I dont really have anything interesting to say about this that hasnt been said before. So I hit the release button and what happened? Decent numbers, I saw a nice initial peak of about 2000-5000 views each day, 100 wishlist additions to my full game and got around 2000 downloads on the demo across 3 days. Alright, a little better than when I released my demo but not crazy better. But something happened after that third day. I received ten reviews in those three days with about 80% being positive and it was after this that I got on the new and trending page on free to play hub which was a massive boost giving me more views than my whole launch day within two and half hours. By the end of this first week, I had over 3.5 mill impressions, almost 90k page visits, 22,000 demo units moved and 260 wishlist additions on my full game. Now were cooking baby After I received 50 reviews (that were still above 80% positive) within a week and a half I appeared on the new and popular list on Steam! I peaked and Im still there now..
Thus concludes Cole's chat about game dev numbers that are fun for some but extremely boring to the rest so lets get back to talking about making my game shall we. Now I have not just been sitting around twiddling my thumbs this time watching the numbers go up. Okay. Ive been doing it alot but its not all Im doing. I spent a good chunk of that month throwing more content into the game. I spent a week working on the race mode. For those unaware this is a mode where you complete time trial style through an obstacle course. I completed 3 new race maps give or take as well as improved the race experience a lot such as making a fast reset system after you die.
I also worked quite a bit on Hit & Run. The mode that is semi procedurally generated, survival esque, destruct-athon experience inspired by crossy roads and frogger. (This mode is still a little nebulous and I need to nail it down to something more) Anyways I added new props, destructible environments, logs, water, new cars. And I decided that it would be more fun if you didnt just die but instead I utilize the new smash like health system from last devlog and every time youre hit youre more likely to go flying and if youre thrown out of bounds then you are out of the game. This keeps the game fun and light.
I also added new stages and hazards like fire and lasers. I even added a new type of rounds called challenge rounds that can occur at any time and put a twist on the rules such as inverted controls or sudden death where everyone is low on health. I also created the level editor which is super cool and super fast and oh Im so proud of it! Its a tile based system where you can plop down pieces from various categories and each category has sets of alternate tiles you can sift through to craft the perfect stage, you can adjust height and rotation and quickly test your stages as you make them with this sleek UI transition. LOOK AT THAT. THAT IS HOT.
And youll be able to share to steam workshops and download others to play in custom matches Im still working on that part though Kind of like Im still working on the multiplayer oops. Thats for next week though. But the game is really coming together. There is now a fair amount of content with new challenges, improved controller support and bug fixes courtesy of the steam review teams complaints. But Im back. Im feeling encouraged that maybe now theres a chance this will all work out. So next time, we will sort out the mess that is my online multiplayer and we get it working as that is what youre all here for. Its heating up now baby! Can you handle the heat? You cant handle this jelly! Ill see you all next time. Love you bye. Join The Discord!: https://discord.gg/mXMgGSc https://store.steampowered.com/app/1278350/Jelly_Brawl/ Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
Jelly Brawl
Cole Chittim
Cole Chittim
2020-10-27
Indie Casual Adventure Singleplayer Multiplayer Coop
Game News Posts 59
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(17 reviews)
https://store.steampowered.com/app/1278350 
Jelly Brawl Linux [468.92 M]
Jelly Brawl is a physics based local multiplayer party game where you gotta jiggle, flop, and pop your way to the top! Fight alone or against friends and experience the gelatinous mayhem as you struggle to be the last jelly standing!
Features
- Wild Physics Based Mayhem! With simple point and go controls, Jelly Brawl is easy to pick up but hard to master. Without quick reactions and well timed taps, it’s easy to lose control of the slick jelly. But even if you’re not a pro, it’s still fun to watch everyone spiral out of control.
- Up to 4 Players Versus! Face off against up to four of your friends in local multiplayer! Fight to be the last jelly standing on the stage or take the victory in one of the many modes of play!
- 5+ Modes and 50+ Stages! Dive into 5+ modes such as Hit & Run, Race, or the Standard last jelly standing mode. New modes and stages can be unlocked by leveling up and playing any mode in Solo or Versus.
- Full Controller Support! Jelly Brawl is completely playable using all standard wired and wireless controllers and will be playable with friends outside our living room using Steam Remote Play Together.
MINIMAL SETUP
- OS: Linux (Most distributions should work)
- Processor: Intel Core i3. AMD A4Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia 8800 GT. AMD HD 6850. Intel HD 4400
- Storage: 1 GB available space
- OS: Ubuntu 18.04
- Processor: Intel Core i5. AMD A6Memory: 8 GB RAMStorage: 1 GB available space
- Memory: 8 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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