u/GENERAL_BAHO

How much content should be in a demo?? What should we do?

We are developping a game called Runeveil, and right now we have a live demo and we have a big problem which we cannot agree on, how much content should be in a demo?

Our game is a sequence roguelike deckbuilder, just think of it as any deckbuilder. Our final build is going to have 7 playable wizards each with 63 cards, and about 400-500 shop objects, and 7 arenas each with own ascensions. So a lot of final content. For the demo right now we have 3 playable wizards BUT we have a problem (ish)

Right now our demo has about 10-15 hours of gameplay and a lot of people who played our demo played a lot, our median is like a little higher than 1 hour which is insane compared to our other games. Yesterday we were watching a streamer who played for 3 hours straight and said they would like to try more combos

here is the problem. We can only have 1 playable wizard BUT we have a mechanic called dual deck where the player can choose 1 more deck to fuse into their deck and play with essentially 2 pools. I want to show that mechanic and to do that i need the player to be able to access 3 wizards. But this in the end makes it so the player is almost able to play %25 of the content.

One thing i have in mind is maybe i can limit the number of runs player can do? Maybe 3 runs and thats it but 1- i dont know how to do that and if it can be bypassed or not and 2- it feels bad

Another solution is we can lock the game into 1 mage and just lcok the dual deck mechanic for the demo

The reason we are afraid of this is because there have been times where me as a player who played the demo with a lot of content for 10-15 hours because i liked it a lot and the game wasnt out yet, and when the game came out as early access (which we will do) i did not buy it because i felt like i got what i wanted from the game.

We are afraid of this situation so as a player, how do you feel about the demo content of the game, and if you were me, what would you do?

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u/GENERAL_BAHO — 27 days ago

Hello all, i am baho game designer of Runeveil and i would like to hear your favorite AND LEAST favorite deck arhetypes.

How our game works is; there is no energy, the player draws their hand and can reroll or reorder cards. Once they press cast. The hand resolves from left to right similar to how jokers work im balatro but a lot deeper. So we cannot have *draw* or *energy*

So my issue is, we are going go have 7 mages, each mage has 60 cards and about 3-4 mechanics in their deck. We already have 3 mages, but i still have to design 4 more, I do have like 5 more mechanic ideas but would like to hear more

The mechanics we currently have:

Nature: perma grow, sunlight engine which stacks buff on slef and can use it to heal or deal damage, clover engine which you just stack clover cards

Fire: burn (wow so original), self burn and utilizing those numbers, multiple triggers (all have it fire has more) and fighting moves which play well together

Water-ice mage: shield, ebb-flow mechanic (you play one beforr another for it to work) using shield as in a < > mechanic (effects activate if above below a number) and it has cycle mechenic which effects activaes whem rerolled

We have 4 mages concepts mostly realized; time mage, which will have the main mechanic of even-odd turns. Blood mage which will use own hp and drain, arcane mage which will have stuff? And clair obscur who is half dark half light which will have the harmonioid mechanic (hand alternates perfectly)

Soo all those mages axcept arcane has the main mechanic set but side mechanics and arcane mage still is a question mark on my head(i do have ideas but not sure) soooo

What is your favoritr and least favorite deck mechancs?

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u/GENERAL_BAHO — 1 month ago