Opinions on uploading demos

DD Tokki

Well-known member
I don't distribute the projects I make until they're completed to a certain extent.

In that way, there are times when I have health issues in the middle, and the progress is quite slow.

So, I'd like to hear what methods people use to upload games in order to improve the method. (Once a month, right after modification, etc.)
 
I don't distribute the projects I make until they're completed to a certain extent.

In that way, there are times when I have health issues in the middle, and the progress is quite slow.

So, I'd like to hear what methods people use to upload games in order to improve the method. (Once a month, right after modification, etc.)
This is an interesting question. In my opinion, it's an individual choice and can vary depending on many factors related to both project/author.

At least in my case, after some experiments I did with the SORX, I believe that releasing frequent updates every time an important content is finished is a good way for the project's progress in general, plus keep people participating and more engaged.

You can for example split the releases by chapters, by single content or even packs. But usually I avoid launching when there's unfinished things that make the game look too broken, like unfinished menus or fighting mechanics.

Using King of Rage as an example, it would be good to have a release for each new playable character (since they are complex and have a big moveset, combos, etc), or a group of them like "Fatal Fury Team update (Terry/Andy/Joe)" or "Ikari team update (Ralf/Clark/Leona)".

About the time, it's hard to define. Usually I try to launch 1 update at each 3 months, but it can vary depending on the current update size or how many bugs were found.
 
Great topic.
I been going over the fighting mechanics for the longest time, the more I learn the refine it becomes.
My goal is to capture the feel of each character from their respective games but translate that into a beat em up. I had to let go of ideas that didn't fit the genre regardless how I feel.

I don't want to release a incomplete mess.
I'll just make 2 to 3 drops...demo, complete game and updates of sorts if need be.

The demo will serve as my vision but the main purpose to get community feedback, then release the complete game with feedback taken into consideration.
I would have liked to work on other projects I had in mind but I'll focus on finishing one.
I don't like the early access approach since too much is shown.

This topic got me thinking of back in the day when I tried out a ton of demo(s) on Playstation.
Those discs back then look so cool with black read side we still had to buff out scratches back then.Good times.
 
This is an interesting question. In my opinion, it's an individual choice and can vary depending on many factors related to both project/author.

At least in my case, after some experiments I did with the SORX, I believe that releasing frequent updates every time an important content is finished is a good way for the project's progress in general, plus keep people participating and more engaged.

You can for example split the releases by chapters, by single content or even packs. But usually I avoid launching when there's unfinished things that make the game look too broken, like unfinished menus or fighting mechanics.

Using King of Rage as an example, it would be good to have a release for each new playable character (since they are complex and have a big moveset, combos, etc), or a group of them like "Fatal Fury Team update (Terry/Andy/Joe)" or "Ikari team update (Ralf/Clark/Leona)".

About the time, it's hard to define. Usually I try to launch 1 update at each 3 months, but it can vary depending on the current update size or how many bugs were found.
It would be a shame if the character was selectable in the previous demo, but not in the new demo.
 
Great topic.
I been going over the fighting mechanics for the longest time, the more I learn the refine it becomes.
My goal is to capture the feel of each character from their respective games but translate that into a beat em up. I had to let go of ideas that didn't fit the genre regardless how I feel.

I don't want to release a incomplete mess.
I'll just make 2 to 3 drops...demo, complete game and updates of sorts if need be.

The demo will serve as my vision but the main purpose to get community feedback, then release the complete game with feedback taken into consideration.
I would have liked to work on other projects I had in mind but I'll focus on finishing one.
I don't like the early access approach since too much is shown.

This topic got me thinking of back in the day when I tried out a ton of demo(s) on Playstation.
Those discs back then look so cool with black read side we still had to buff out scratches back then.Good times.
Even game demos seem to have their own goals and messages, which is nice.

I think the first demo was released in 2023. We've been hinting at it since then, but there hasn't been any significant progress, so I've been concerned about the demo issue. o_O
 
I agree, but I meant incremental demos, not separate ones. It's like what I'm doing with the SORX.
This project has been in development for well over a decade, and there haven't been many demos released, so it's probably not a game that catches your eye yet. Since I started off clumsily, I'm still searching for answers.😖

Correction. Looking at the records, it's 8 years, not 10.
 
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Even game demos seem to have their own goals and messages, which is nice.
Best example I can think of is Metalgear V Ground Zeros.
but there hasn't been any significant progress, so I've been concerned about the demo issue. o_O
Progress is progress.
1% over a year is over 360% imo.
I like to think compound effort is a thing.
You got to sit down and ask yourself why and you'll get your answers.
They might not what you want to know but definitely what you need to address.
This project has been in development for well over a decade, and there haven't been many demos released, so it's probably not a game that catches your eye yet. Since I started off clumsily, I'm still searching for answers.😖

Correction. Looking at the records, it's 8 years, not 10.
You are on the right path looking for answers.
KOR got alot going for it, you doing better than you think you are.
Last time I check, you can do things here at your own pace.
 
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I don't distribute the projects I make until they're completed to a certain extent.

In that way, there are times when I have health issues in the middle, and the progress is quite slow.

So, I'd like to hear what methods people use to upload games in order to improve the method. (Once a month, right after modification, etc.)
To me, it would be right after an important update, not particularly an amount if levels/stages, but more when you feel you completed some characters or implemented new mechanics, or anything you're glad to show on video. And sure, it would help you on the process because you will have more feedback and suggestions from the community after playing experience to make your next demo even better.
Great exemple is the way @Kratus or @O Ilusionista proceeds.
I feel like any new demo should not remove a previously playable character, unless the character is becoming buggy, or to long to update for the next game build release.
 
To me, it would be right after an important update, not particularly an amount if levels/stages, but more when you feel you completed some characters or implemented new mechanics, or anything you're glad to show on video. And sure, it would help you on the process because you will have more feedback and suggestions from the community after playing experience to make your next demo even better.
Great exemple is the way @Kratus or @O Ilusionista proceeds.
I feel like any new demo should not remove a previously playable character, unless the character is becoming buggy, or to long to update for the next game build release.
Yes, I'd like to show you something new, but my ambiguity is delaying the release of the demo game. However, if the character was introduced before, I'd like to include it in the next update.
 
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