As someone who's in the midst of making their own game, I can tell you an hour of content is for a first release is an extremely unrealistic expectation. Unless your game has reams of dialogue, tons of grind or you have a team working behind you, I'd say 30 minutes is about the target you should aim to hit.I would say it depends on game. Fast paced one with a lot of assets may be shorter because of that. VN where majority is a text, should have more to read than toilet manual.
But it does seem like it depends on the game itself and creator. Author(s) should show what they are about, if it's a lot of sex than story, put (finished) sex scenes, if it's about story - give that.
Creator should play it, if he thinks that it's enough to say "hey guys, this is what I am about" then show it, but if he thinks like it's not enough, should add more. Though, it's easy to fall into "meh, it's fine like that" and "No! Still too short!".
Generally, more content and more gameplay is better.
I would say at least 1h would be nice.
Why "unless"? Doesn't seem that weird for a VN or RPG to have a lot of dialogue, especially for first release where there is a lot of stuff to introduce, mostly in a form of intro or prologue, that already can be enough to fill 30min, rest can be other content. Sure, if there are images for characters you also need that on screen, same goes for sexual events.As someone who's in the midst of making their own game, I can tell you an hour of content is for a first release is an extremely unrealistic expectation. Unless your game has reams of dialogue, tons of grind or you have a team working behind you, I'd say 30 minutes is about the target you should aim to hit.
Yeah I think it can work though i don't know how I'd handle the events that might happen differently with different pathsIf your game is simple and has nothing to hide or hard to find then yes it's a good way to go.
On the other hand if there is a moment in your game where the player can ask if there is still to do or not, in this case, I am not sure that it is the good way of doing. A system of achievement or quests ... Basically something visible where we can see where we are with respect to the current content of the game, would be better. Or in the worst case, warn in advance that the player will know when there will be nothing left to do. All to prevent a player from saying that he has seen everything, while there is a scene he has failed to find.
In any case it is surely something that I will appreciate. I do not like having to look at the cgs to know if I have seen everything or not. Which is not always the case, some scenes can use the same cgs but tell something else.
It depend of how your game works. If its a game like The Twist (a collection of situations implying progressive scenes) then a "that's all for this version" at the end of the last available scene for this situation is enough. If it's a game like... er, lust and power (a series of command/actions) then a "not available yet" or none clickable buttons will do it. If it's a game like Spaced out (a collection of actions) its more difficult since each scene is fully independent of all the others. Then, it depend if the days while have an impact on the game or not.Since my games not really linear I'm not fully sure about when there'd be a natural point to end the demo, I'm thinking like maybe a variable that counts the scenes you've seen and then lets you know it's time to just enjoy repeatable scenes until the next version
You don't handle them. More precisely, you handle them like a unique event.[...] i don't know how I'd handle the events that might happen differently with different paths