Devlog 37 - Finding the Point of the Pitch

A week of making the case

From September 29 to October 6, most of my attention went into preparing the deck and online demo for my Aggro Crab publishing submission.

Writing a game design document pushes me toward detail. A pitch deck does the opposite: every slide asks what matters enough to stay. That forced simplicity was useful. I had to make the central idea legible, then let the rest go.

I also updated the online demo to make the game easier to understand at a glance. Alongside that, the main menu reached v1 and the UI POC reached v0.5.0.

A different kind of video

I’ve been thinking about a full trailer for a while, with planned hook and payoff scenes. While working on the deck, I started to see room for something much simpler too: a short show-off video made from gameplay recordings and a few screenshots. Less of a production, more of a quick way to show what playing Jackstrap feels like.

I’m sharing a handful of deck slides and demo shots here. The full deck stays private, but these give a feel for the pitch and the game I submitted.

Next steps

  • Keep the online demo current as the game changes.
  • Develop the short show-off video alongside the more produced trailer.
  • Continue the UI and animation work in parallel.