I thought of releasing the first and second areas as a playable demo, but that won't be enough to demonstrate the game's mechanics as I intend to show them one by one as you progress further in Episode 1. This means the entire episode is an introduction to the game, as most other games usually do. (Not a boring tutorial episode, don't worry!)
Also because I'm avoiding the bad demo habit
So I plan on making a trailer video once I feel like I have a solid game to show around. it's not here anytime soon, but it should be up sometime before I go through the finalization process with a confirmed release date!
My long-ass opinion! (spoilered)
Demo is short for Demonstration
1- An act of showing that something exists or is true by giving proof or evidence.
OR
2- A practical exhibition and explanation of how something works or is performed.
In my opinion, a nice demo should be able to show the good things you already have in the game. Not one where it's not solid yet and "everything will be changed". Keep that to yourself, don't release it just yet!
Another thing to keep in mind is the intention for the demo. If it's made to attract people into playing the full thing, it should be a good one so as to not give an embarrassingly bad impression. You don't want the demo to give you the opposite of the result that you want now. What you want is a demo that will leave people wishing for the full thing immediately!(Hypetrain choo choo woooo)
If you just want to show off some new features, make a short and simple project with all the new things; Either you make it a playable concept or upload a video of it. LISA: The Melancholic was intended to be the first one, being a short side story to The Loyal and a showcase for its features. LISA: The Lonely made feature showcase videos before. (Can't find it. They're deleted now, I think? Awe.)
If it's a short game, you should prioritize and put effort into finishing the game instead of making a demo. Imagine a 30 minutes demo of a 1 hour game. Yes.
Good and Bad:
Good:
Attracts people into playing/following your project
Gather volunteers to help with the game
Proof of concept
Something to be proud of
Get constructive criticisms
Potential motivation to improve the game
Bad:
Does the opposite of attraction
Unwanted deconstructive criticisms
Something to be embarassed of
(Self experience.)Time and effort wasted into making a good demo
Distraction
All of this is my opinion on it, having experienced trails and errors plus learning things the hard way before on multiple projects; Not only the fangame.(*coUgh* The Blessing *hAcK* )
This is applied to serious/big projects. If you're making a project purely out of fun or as a shitpost, then don't give a single care in the world and just have fun with it!
But then again, it's my experience. If you don't care then do as you wish, I'm not your boss or manager. Good luck and enjoy your time in your personal development hell! <3
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