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Question: How best to present a Demo..?

Dad3353

Praised Adventurer
I have an evolving Demo in the Demo section (Rachdale Cheese Demo...) for which I would like some critique or advice, however, I am aware that it's difficult to get any real appreciation of the whole game without actually playing it..! In my case, this would involve more than a few hours, and it's not realistic to expect anyone to go through all of that (despite it being obviously, an excellent game..!) just for curiosity's sake. I've thought of a potential solution for which I'd like your views. I could modify the Demo so that, at key points, I create a sort of 'fast-forward' (or Back to the Future..?), which could 'showcase' the salient features of the different tableaux in the game. Once one finds the Toolshed Key, for example, one could automatically be equipped with all the other artéfacts that normally should be hunted for, and can gain access to the Maze; from there directly to the Tower for the first Mini-Boss, with the Level adjusted in accordance. Each part of the game has its own 'flavour' and challenges; this 'short-cut' version would perhaps allow a more casual overview of the whole project.
This started out purely as an exercise in style and technical challenge; there has never been, nor ever will be, any question of commercialisation. Nevertheless, the simple starting point of a modest house in a tiny village has developed since into a complete (and ongoing...) saga, with well over fifty Maps, each with its own particular features, lots of NPC's with elaborate conversations and a sophisticated Boss to track down and defeat. Is there any 'mileage' in creating an accelerated version so that these properties may be scrutinised without having to go through the whole game process..? Is there another way of presenting, such as having several different Demos, each at a different stage of the game, for instance..? Any thoughts or experience in solving this conundrum would be appreciated; be assured of my gratitude in advance.
Thanks for reading this, even; I hereby throw the question open, trusting in the knowledge and wisdom of the Forum. Over to you...
[doublepost=1468680509,1467488947][/doublepost]It's not too late to give your opinion on how best to present a demo. I'm adding more and more sections; it seems a shame that they won't be seen unless one plays through all the rest. Has anyone else had this issue..? If so, how to solve it..? Any and all ideas and suggestions welcome...
[doublepost=1470348962][/doublepost]No views expressed as yet on this subject. Maybe I'm over-thinking this, but I still wonder just how best to give an opportunity to let folks see what's being concocted, and maybe gather feedback on the Game. Patience, I suppose; patience...
 

Macro

Pantologist
Xy$
0.00
I like to show my most unique (as possible) ideas that set the games pace, introduce some mechanics, demonstrate my game making personality, some custom resources, etc. I do like some consistency, so I like to go with a good steady work flow that has a predictable future of pace, but unpredictable when it comes to the actual presented content.

I don't know if that made any sense..
 

Dad3353

Praised Adventurer
...
I don't know if that made any sense..
Sense..? Yes, indeed, and it's the kind of 'methodology' I'm trying to unlock. I can see the aims, but have some trouble finding a method for realising the objective. I started off with a simple, one Village, Demo, which could be perused in a few minutes, to get the gist of the Game. Meanwhile, the Game itself has been expanded, from the simplistic 'trainer' Village, where the basic premises are expounded, to now include well over 60 Maps, each with their own characteristics and reason for existing in the flow of the Game as a whole. The story unfolds, there are challenges, puzzles, obstacles, encounters... The list is long. However, none of this will be seen by anyone unless they actually play the Game, which will take hours..!
Would there be any point, I ask myself, in presenting a Demo version in a non-linear form, simply so that the diversity and extent of the whole Game may be appreciated, and (hopefully...) commented upon..? Being able to choose, from the outset, which Map to go to, and artificially having the appropriate conditions to enjoy that Map (one starts out alone, but some Maps, later on, introduce, and rely upon, having other Party members...)
Thanks for taking the time and trouble to offer your views; that's exactly why I posed the question in the first place. Maybe I should just 'bite the bullet' and do the conversion required..? A bit of a waste, though, if no-one actually runs the Demo, or comments on its contents. Hmm... Decisions, decisions...
 

Macro

Pantologist
Xy$
0.00
Maybe something like a character introduction(s) demo, a puzzle sample, a map tour, etc. I'd present them as standalone versions. Like on Odin Sphere demo just made, they let you play each character and defeat one boss. The demo had nothing to do with the actual game.

In Bravely Default they start you in a town in the middle of the game, with access to high level character classes to get an idea of the gameplay. There was a few quests to do as well. I'd say just pick the work you are most proud of.

Yeah sadly there's always the possibility of people ignoring the work you do. :( I'm at a point where if I had fun making something, it was a success. If I make a presentable piece of work that I'm satisfied with, I'm pretty happy. It's nice to get a few close friends to help with looking things over too.
 
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Dad3353

Praised Adventurer
Maybe something like a character introduction(s) demo, a puzzle sample, a map tour, etc. I'd present them as standalone versions. Like on Odin Sphere demo just made, they let you play each character and defeat one boss...
Very encouraging; I'll see what I can pull out of the hat. My best Map..? Why, all of them, of course..!

Thanks again.
 

Phil

Adventurer
Xy$
0.00
Remember Demo is short term for demonstration, I recommend showing the intro of the game and end the game on a cliffhanger, critics will get hooked and want more of your work and can't wait for the full game releases.
 

Dad3353

Praised Adventurer
Remember Demo is short term for demonstration, I recommend showing the intro of the game and end the game on a cliffhanger, critics will get hooked and want more of your work and can't wait for the full game releases.
Wise words; I'll try to keep this foremost in mind, although I'll freely admit that I'd make a pitiful salesman. Luckily, my Game is not intended to be in any sense commercialised; it's for my own (and others...) instruction and amusement, and is entirely gratuit. Still, the same principles apply as to commerce, I suppose. Thanks for replying; it's all helpful.
 

Phil

Adventurer
Xy$
0.00
Wise words; I'll try to keep this foremost in mind, although I'll freely admit that I'd make a pitiful salesman. Luckily, my Game is not intended to be in any sense commercialised; it's for my own (and others...) instruction and amusement, and is entirely gratuit. Still, the same principles apply as to commerce, I suppose. Thanks for replying; it's all helpful.
I look forward to what you're working on, good luck ^.^
 

Dad3353

Praised Adventurer
Some slight frustration this evening, as Google Drive seems to be 'on the blink' for now, just when I wanted to present my 'new, Revised' version of my Demo. Having read through all of the excellent replies here, and having thought long and hard, I decided on a pictorial Menu representing the Map of Rachdale, and have the Hero walk around choosing the Demo Map from the nine available. Here's a screen shot of this Menu...
... and another, showing a choice being presented...
Each choice (it's a shame that you ca,'t see the flashing animation of each one..!) takes us directly to the relevant Map, and puts into place all of the minimum requirements to have a chance of appreciating it. The Party has the right Members (some Maps allow the addition of others...), a Level commensurate with the challenge ahead, and any Items needed, such as, for some, a Mini-Map, for others, an Axe...
One is free to choose any of these destinations, in any order, but the Menu indicates the sequence that the Game uses, from 1 to 9. Obviously, much gameplay is lost, as there is much to be enjoyed in the intermediate stages, and not all of the Maps are there, but at least it allows a glimpse into the universe of Rachdale Cheese (hence its name: 'Teaser'...).
It'll be uploaded to the Web host as soon as they're back on line reliably, as will the Windows and Mac versions that can be downloaded for playing locally. I doubt that there will be (nor need to be...) updates on this version (based on the current v0.5.2 of the ongoing Game...), unless there are major flaws to be corrected (I hope not; I've tested it quite extensively...
I'll post again in the 'Demo' section, updating the current offering; meanwhile, as before, comments and sugestions are always welcome. Meanwhile, here's screen shots of The Maze and The Lava Cave to be going on with...
Back soon, once Google Drive is up and running again.
 
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