A demo is a useful way for players to experience a project long before it's release, but at the same time, developers may want feedback before they go too far into developing certain mechanics or writing certain subplots.
As a general rule, I would like to think that what I consider to be the game's first chapter is enough for a demo. However, for more ambitious projects that require a lot of groundwork before I can even get to story progression or dungeon design, it's taking a lot longer than I like before I show my game off.
So I'll split this into categories:
Is it okay for a demo to feature incomplete gameplay mechanics?
For example, a large part of my game's gameplay involves the player has the choice to chose between a wide array of armors and skills early on. Is it acceptable to limit the player from certain gameplay choices early on? Imagine if a demo for Pokemon only allowed you to use one of the available starter Pokemon and only allowed you to catch specific wild Pokemon, for example.
Is it okay for a demo to feature underdeveloped towns?
Or maybe just a singular 'town'. Think of moderate-sized hub, but not all the shops and services are functional yet.
Is it okay for a demo to not feature every available sidequest (compared to what should be available for that portion of the game in the final build)?
I think this one is important because optional content done late, when the party is much stronger, simply isn't fun. Maybe this one speaks for itself, and it depends on the content that is missing, but I do want to hear thoughts on this.
Maybe it's all a double edge sword, and saying 'look forward to x content' can have players be more interested in later releases of the project.
This is obviously being asked just to know how much my own demo should contain, but I also want to hear thoughts on other people who play RPG Maker demos? How much do you expect to see in an RPG Maker demo?
As a general rule, I would like to think that what I consider to be the game's first chapter is enough for a demo. However, for more ambitious projects that require a lot of groundwork before I can even get to story progression or dungeon design, it's taking a lot longer than I like before I show my game off.
So I'll split this into categories:
Is it okay for a demo to feature incomplete gameplay mechanics?
For example, a large part of my game's gameplay involves the player has the choice to chose between a wide array of armors and skills early on. Is it acceptable to limit the player from certain gameplay choices early on? Imagine if a demo for Pokemon only allowed you to use one of the available starter Pokemon and only allowed you to catch specific wild Pokemon, for example.
Is it okay for a demo to feature underdeveloped towns?
Or maybe just a singular 'town'. Think of moderate-sized hub, but not all the shops and services are functional yet.
Is it okay for a demo to not feature every available sidequest (compared to what should be available for that portion of the game in the final build)?
I think this one is important because optional content done late, when the party is much stronger, simply isn't fun. Maybe this one speaks for itself, and it depends on the content that is missing, but I do want to hear thoughts on this.
Maybe it's all a double edge sword, and saying 'look forward to x content' can have players be more interested in later releases of the project.
This is obviously being asked just to know how much my own demo should contain, but I also want to hear thoughts on other people who play RPG Maker demos? How much do you expect to see in an RPG Maker demo?

