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Mictoons

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A member registered Jul 27, 2025 · View creator page →

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Love the mimic monsters!

Survive endless waves of monsters in a pixel roguelite where every run takes you deeper into the unknown.

Hunt unique creatures, record them in your journal, and unlock permanent upgrades with every new discovery.
Stack magical items, uncover powerful synergies, and customize your build to suit your playstyle.
Drink powerful potions for temporary boosts between runs.

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When I started making my demo, I imagined it as a short, enticing slice of the game. Something to hook players and leave them wanting more. But as development went on, I realized… my “slice” was turning into a full meal.

Right now, the first level alone can take 4–5 hours to finish for most players. A completionist could spend 12+ hours finding every item and tracking down every monster. And that’s just the demo.

Some developers swear that a demo should only last 20–40 minutes — enough to tease the mechanics and tone. Others say a longer demo can build a loyal fanbase if it’s fun and replayable.

For me, cutting content just doesn’t feel right. The flow of the level, the buildup of upgrades, and the reveal of rare monsters all rely on that longer playtime. I want players to feel invested by the end, not just curious.

I’m still wondering if it’s too much, but I also believe the real hook of my game isn’t just a short taste — it’s the full experience of hunting, surviving, and discovering secrets.

What do you think? Is a long demo a strength or a risk? Would you play one that could last 4–12 hours?

If you’re curious, you can try the demo here: https://mictoons.itch.io/ghosts-and-monsters