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Hey everyone, I'd like to ask your opinion on this; http://strawpoll.me/3490690 (This is a different poll from last time!) Mainly, I was leaning towards the first option, but I'd like to know if me releasing the first demo to EVERYONE immediately would result in you being annoyed at your pledge, since it lists getting the latest demos as a Patron reward.

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Straw Poll

Comments

Anonymous

I feel like releasing the first demo to everyone asap would likely be your best bet. Being able to get a taste of the game may entice additional people to support the project.

Anonymous

Don't you have an edit button for these things? You could have changed the poll link and comment that you changed it so the people who already voted could vote again.

FutureFragments

I do have an edit button, but seeing as the poll was different, a lot of the replies were irrelevant and didn't apply anymore (plus new voters might get confused at the comments wondering what option people were talking about, and then I'd have to explain that, etc.) I read everything that everyone wrote in the last thread, though :)

Anonymous

Gameplay videos and screen shots to grab attention then use demo as nice way to reward people who really like the game and want to get their hands on it before the public to try it for themselves.

Anonymous

Hmm, you have a point there, and it's right that most of the comments were aimed at you more than to the general public.

Anonymous

I like the first option for one because I like the idea of demoing a level and giving feed back based on a new experience.

Anonymous

Hmm... Did it just delete my comment? Reluctant to re-say it...

Anonymous

Personally, neither option in the poll. First I'd like to explain a bit. I don't say this as a patron that would feel annoyed because others are getting something I was supposed to be paying for. Honestly I really don't care, others getting the demo won't make it less fun for me to play. I say this putting myself in your shoes, from my point of view what I would do and why. I still think the demo shouldn't be released to the general public until the game is done. The demos in the development stage are meant to show how is it going and get input from players. You are not rewarding people who paid (patrons) with the demo, you are rewarding them with the ability to chip in with input during the development, so it wouldn't be like you are making a paid demo. In this case I think pictures and videos are what should be used to attract more patrons and if they like what they see, then help becoming a patron and with input. It will also make a lot easier the making of the actual final demo, which has a different goal that is to showcase the game to buyers, and would then not have problems deciding what to include in the patreon demos because we, patrons, will get the full game anyway. Still, I understand a demo now would probably help getting a hype asap that the team, specially cheshire, really need. So, if I had to make that decision I wouldn't release demos to everyone until it's done or maybe just release the first demo, then another one when it's done. Sorry if my rant was too long or didn't make sense, almost 4am and going to sleep =P

FutureFragments

Oh, to clarify, we would still take *your* input as patrons highly, and the demo doesn't = complete final product; we would likely release it, then you'd all give us critique, and then we'd modify those fixes for the next demo, repeat for that demo, so forth, and then when the final game comes out, the level in the demo would likely be considerably different from the final product, etc. I do plan to do a trailer/pictures also, and I'll say I'd take the "trailer/pictures" route much more for the next game we work on, but as it is, a LOT of people have zero faith in our ability to do anything because, well, you've seen the forum thread; paranoia everywhere for no real reason, etc. But absolutely, as patrons, your opinion is much more heavily weighted than the public, and on top of that, it seems that everyone here who's pledged is forming rational, well thought out, well written opinions, so that adds even more value to your opinions for the game.

Anonymous

I feel like a demo for the public should be, at maximum, one level. Maybe two if the game is long enough. The demo should just be a taste for the people that want to buy the game, and not entire chunks of the game. You have to tease them a bit to where you get them hyped of the game. Anything more should be treated more of like an "early release" game, having people buy into it, which is basically what patrons are doing.

Anonymous

I'd say that the best way to do things, from my perspective, might be neither of those. That's from the perspective of a patron, of course, so that may not mean a thing, but I believe that the demo, while in development, is less to attract people to your game (Unfinished products tend to be the opposite of attractive) and more to let those who you already know want to support you help with development, finding bugs and errors that have been missed, and helping spread word of mouth toward how things are going. The problem with releasing the demo to the public is twofold: One, there's an inherent problem with demos themselves. Talking about it is kind of shady, but as someone in the game design industry, I know firsthand why demos aren't included for every game. However, this being a hentai game, and thus having a demo be the norm, that might not matter to you. Two, though this is much more important to the second option than the first, demos made mid-development can be a poor indicator of the final product, whether the general difficulty changes at some point, or there's some other ability that you get that you'll need to re-learn, 'cause the level's been rebuilt around it, or there's some other huge change that happened that made the game much better than what people saw in the demo, thus making the demo turn people off from the game. These are just examples from my experience, this might not happen as much with this kind of game, but I still just want you to be aware that things change, mostly for the better, and those changes will either make the whole thing feel unpolished (#2) and turn people off, or make their first and only experience with the game the worst version they could possibly play (#1). Then again, I'm just a writer who types waay too much. Sorry to make blocks of text like this!

FutureFragments

To clarify, the demo would be effectively 90% like the full version; the only thing missing would be cutscenes, a proper intro, and the boss. Plus of course, the adjustments we'd do that you Patrons would suggest. I would again in 95% of other cases agree with you that a demo for everyone isn't a good idea, and for all other games like this it's likely how we'll go, but as it is now we need to prove to all these people trash talking us that we do in fact have the ability to make a decent product. And don't apologize! We again really value your opinion :) I worked on a really popular video game a while back, and the game itself is amazing, but the demo for it was absolutely horrid. I nearly lost my shit when I found out how badly the demo had been handled, so I know all too well how that can go :X

Anonymous

I voted for the latter option. If this project is to pickup steam, you'll need public releases every now and then to prove that you're making progress. Private progress behind Patreon doors is preaching to the choir. You already have our money, our pledges. Your project will likely need fresh blood in the long term. In contrast, constant releases to the public builds hype. Unholy Sanctuary for example had constant releases, incrementally improving the demo. <a href="http://www.ulmf.org/bbs/showthread.php?t=7004" rel="nofollow noopener" target="_blank">http://www.ulmf.org/bbs/showthread.php?t=7004</a> I think the multi-year hype that game built would be beneficial to your project. Keeping the demos private to us Patreons is unnecessarily going to damage to your project. You want to release demos publicly, its better for your project.

Anonymous

I also work in game industry, it's great to see some professional interested in NSFW games. I wish i had the courage to go for it. Maybe some day when I have enough confidence to lead my own independent project, then I might take the risk. The point of a demo is to show the best bits of the game. If there's not enough finished content in the game then there's no point making a demo. Game play trailer might work better in a situation where you have some finished content to show here and there.

FutureFragments

Hey, this game was literally the result of me contacting other people who were talented but had no other work going on or needed work; you never know what can come from something like that! Heck, I contacted TriangulatePixels something like 8 months ago, and he was completely not up for doing games then, but then just a month or so ago he emailed me and was like "hey, i wanna make games now" so i'm like let's do it! Networking is a really big thing, connections you make, even if you get rejected by them, can bear fruit many months or even years down the road. The demo though is going to be 90% finished content, pretty much.

The Nanomatic

I suppose the first option is the lesser of the two evils. I was actually split on voting, and consider neither option as well. But if a demo is definitely going to get released, I think a single public demo is fine. Though I would probably wait until the game is in a somewhat solid beta before releasing any demo, and alpha test with patrons only. Or, if you want, release Alpha demo 1 to the public and subsequent Alpha releases to your patrons, release Beta demo 1 to the public with subsequent beta releases to your patrons, and of course you can then release the game however you see fit. Imo I would release it to the public for free, with thanks to the patrons for making it possible. Maybe set up a donations pool. Or, if it is to be sold, release a public demo of the final version, patrons get the full release, and distribute how you want to. Note, the latter is a headache, but it's more money in your pockets.