You can sign into the Patreon right now and get all the previous demos released on Patreon for that $5 monthly pledge; additionally, at launch, the whole game is $20, all levels, all content, no bugs, no DLC to add in missing content (and it's half off if you pledge on Patreon, so $10).the disclaimer seems very shady. To me, it is reading...
I want to sell each level separately, so I am saying I have to do it this way, but in reality, no other game is made to do this.
Also, many games develop the "backbone" of the levels in the game first and the game engine, and then sweep back to polish the levels. You just don't see it often in indie development because not many indie games plan out the full game from the get go, so they're unable to do it.
Given the interconnected nature of each level, in that what you do in level 1 changes level 2 which changes level 3 and 4 and 5 and the ending, there would be no feasible way to sell the levels separately; it would break the entire game.
The reason we're doing development this way is to save time.
Imagine you were building a house; then imagine you started off on the living room, and completely finished it off 100% with all the wiring, plumbing, pipes, paint, scaffolding, lights, etc. but the rest of the house was untouched.
Now imagine about a month or two later, you decide to change the paintjob on the house and you realized that your wiring was wrong as you're doing the same method on the bathroom.
Now you've got to go and tear all that paint off, tear the stucco off, tear the wiring out, costing you months of time as you have to rework all those things just to accommodate a simple paint color change and wiring change.
That's the problem with developing a game the way most people do it and why you see a lot of delays to rework things.
What we're doing is instead making sure the entire framework of the house is done, the entire wiring and piping and scaffolding and stucco for the house is done (the engine) all around the board, so when we have to make adjustments, the time spent to make those adjustments is minimal.
Once we've locked down the framework and engine for the game, we've gathered all the paint, lights, couches, television sets, etc. outside of the house, ready to put in the house.
These are our base assets; sound, art, music, writing, so on.
With all of them assembled, but not "locked down", we're able to scope out exactly where we want to put them across the game and again, if we decide something isn't working quite right, no worries, it's a simple 5 minute adjustment instead of a 3 month delay to fix it.
That's why doing this method, if you have a plan to start with on how long your game is, what assets it'll have, what content, gameplay, etc. and then executing it this way will allow you to have a high degree of polish with a minimal amount of time lost to mistakes or adjustments.