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?