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(2 edits) (+2)

What you say is all true! In fact, I've always made demos available. Unfortunately, they were demos that could not include many of the game levels of the version of the game on sale, otherwise it wouldn't have made sense to sell it.

On the other hand, making the demo too complete gives the same result.

Two of these things happened to me:
- A: many downloads of the demos - few sales: the demo was unable to give a good idea of the game.
- B: many downloads of the demos - few sales: the demo was too complete.
Now I've removed all the demos from the ultra-tested games that I selling.

However, it is likely that my games are not in step with the times, that the graphics, in comparison with that of the other games, are poor, that the music is obsolete ... But everyone has his own style and there are those who do not like to change it, albeit going against the tide, at the expense of the success it will have. Doing everything yourself "is suicide" ... it is good to have at least personal satisfaction as an alternative to profit: the fact that you still have someone who is interested in what you have done, thus making the demos always available.

(1 edit) (+1)

Yes! Demo should give a glance of your work. It should not be too lengthy or contain too many levels. A clean and short demo is a perfect option as audience tells you about what they like and dislike in your game so that you could fix those things. Demo is just like the foundation of the game, if foundation is not good then the building  collapses!!!! As you have mentioned, the demo should be perfectly fit in between A and B.

btw thanks for reading this article!!!!

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Thanks to you. It's interesting what you wrote and gave to me a valid suggestion. But how to stay perfectly between A and B ? How to find good collaborators, without they are dependents from a company that you would to create, if you are alone ?For example: a marketing expert. Maybe these last two questions are not relevant, however if you want you can answer me ...

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I am just a Student not any marketing expert. I am making games for more than three years. So to balance between A and B is to just give the audience a good glimpse of one or two key features that the game would extend later on, and for this a demo gameplay of 5-10 minutes is a perfect timing or if it had various levels then show them the intro of the story and the first level. Show the players that the features have possibility to be extended and do not get bored over time. Show them interesting things also like artwork, illustrations or music that also enhances the quality of the demo. I hope you've got your answer. 

By the way I am a solo developer doing all the things alone.

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Pleasure. I am also one who develops games alone, but I am no so much young as you: i've not so many physical resource. My problem is that my video games do not have a great story to tell, but should induce curiosity as they are handmade. I, as you say and I have already done, always put the first level or a level that does not exist in the full version, but is compatible with the style of it and the synopsis.

yess I can understand well!!!

but the greatest motivation is that age does not matters at all if your motivation behind the game is bigger then you'll cross over every hurdles. But if you are having any trouble(physical resources) then you collaborate with others would be great!

And the second question(actually the first) I also don't have any idea about the collaboration cause I am solely developing this game.

But you can find people which are relevant to the genre of your game contact them and if they are interested they'll surely collab with you.

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Thank you very much. Good learning!