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Small game - do I need a trial version/demo?

Started by March 20, 2007 11:43 AM
7 comments, last by xDan 17 years, 7 months ago
Hi! Naturally i'm interested in becoming an all singing all dancing indie game developer. But first I thought i'd make a really small game with which to figure out the process of selling online, designing a suitable website etc... The game i've (nearly) made is *very* simple. It's a one button game (although not specifically for people with disabilities), and the game play is pretty much just: - auto scrolling level - use a single key to jump the character - pick up items for a high score So it's really just a mini game... Now most games would have a demo to download, but in this case I can't really make a demo as it's so small in the first place. Well, I *could*. But it'd be a bit silly. Imagine a single level trial version of pacman. So any ideas on what I should do? Or is forget about it and make a "proper" game the only option? ;) Of course the simplest solution would be just to have no demo, use a gameplay video instead or something. But I wouldn't think anyone would buy something without trying it first...? I would like to maximise my chances of selling the game even though I realise it will probably sell zero copies. Cheers!
If a demo version isn't possible, then just allow them to download a time restricted version of the full game. This way they can play for 30 minutes or whatever, and then if they want to keep playing they purchase a key to unlock unlimited time.

This assumes your game 'is' substantially longer than 30 minutes.

If it is such a small game, are you sure anyone would really play for it? What does it offer that cannot be had from a free flash game?

Either way, good luck.
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I'm with AP. Realistically, is anyone going to buy your game? if not, give it away for free.
If you want to sell the game you need a trial version or demo. (time or feature limited doesn't really matter) , virtually noone will buy a game without trying it first (unless ofcourse you market the game properly, though doing so costs alot of money) so the key to success is to make a demo that lets the customer play for long enough to get hooked but not long enough to be satisfied.
[size="1"]I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!
Oh well. Hmm.

"If it is such a small game, are you sure anyone would really play for it? What does it offer that cannot be had from a free flash game?"
No, and nothing... I realise this.

I wanted to test out selling with something ...expendable. Rather than spend a long time making something and then screw up the selling of it.

I suppose following that line of thought I just go without a demo as all I originally wanted was the experience of setting up accounts or whatever with some seller service.

:)

although maybe I will go with a time limited trial!
Some folks swear by the video as opposed to the interactive limited demo. That'd be a valid alternative way to go...

-- Tom Sloper -- sloperama.com

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I've heard some people have good results with the 'please donate(as much as you want)' formula, maybe it would be a good alternative, and since your game is free anyways, it's easier to have it seen by as much potential clients as possible and to built traffic on your site for publicity on your next games.
That is a good idea :)

I think maybe it will be an unlimited time demo. That is you can play as much as you want but there is an advertisement screen on exiting suggesting you pay for it. (Which will remove the nag screen)

That way I still get to test BMT Micro, which i've just registered with.
Well I figured out BMT Micro!

In case you're interested, you can download it here: http://games.xzist.org/runrabbit/

Oh and a screen shot!



Yes I know it's a silly little game. ^_^

I'm going to submit it to shareware sites anyway, hopefully i'll get some links back to my website.

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