I'm working on a game called
Isomer currently (plug out the way
) and I've wanted to put out a demo in advance of beginning alpha funding for some time. It hasn't worked out so far as there just wasn't enough of the game mechanic to show up until now and worse - I was concerned about putting off players before the game was even ready if the demo was too basic or had none of the polished art in yet.
Another issue I am keen to avoid is making a special demo build which is cut from the full version because this would probably rapidly fall behind the latest build and require me to periodically waste development effort remaking a special demo build. This of course makes no mention of the code mess resulting from numerous
if( isDemo ){ // A } else { // B } type situations.
So I was pondering the problem and I came up with a possible solution that I'd like to get your feedback on. Rather than all the above I was thinking of distributing the game as a single installer which is a combination of demo and full version. When it is installed, if the player has bought and enters their key the game, the full game plays, otherwise a handy 'buy' button appears on the launcher and the demo version can be run.
So in the above screenshot showing the current installer, I'd change it such that instead of not being able to launch the game without a key, you can play the demo version.
The demo version is identical to the release version except each game is time limited (say ~5mins - a value I've literally just plucked out of thin air) after which the game is saved. The demo can't load saves.
What do you guys think - good idea or am I setting myself up for a headache here?