- Joined
- Apr 5, 2017
- Posts
- 20
Just got a thought and I think it'd be interesting to discuss it. I have noticed that fan-game developers have different approach about releasing a demo for their game.
Some developers want the demo to be as perfect as possible to the point that a release took forever and even worse--the project got cancelled without a demo. Some however released a demo with decent quality but still not great but this approach allow the developer to get feedback sooner and improve as they work on later demo.
So what kind of developer you are in this regard? How do you balance the quality and quantity of your game? Also which one is better for you, release multiple demos or doing full release game at once instead, and why is that the case? I think both quality and quantity are important but I still haven't figured out a precise approach to balance the two so knowing all of your opinion about this issue would be great! Well, let the discussion begins then~
Some developers want the demo to be as perfect as possible to the point that a release took forever and even worse--the project got cancelled without a demo. Some however released a demo with decent quality but still not great but this approach allow the developer to get feedback sooner and improve as they work on later demo.
So what kind of developer you are in this regard? How do you balance the quality and quantity of your game? Also which one is better for you, release multiple demos or doing full release game at once instead, and why is that the case? I think both quality and quantity are important but I still haven't figured out a precise approach to balance the two so knowing all of your opinion about this issue would be great! Well, let the discussion begins then~