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(1 edit) (+1)

From what I've seen, there seems to be some danger in releasing an overly early prototype in that it may create a lasting premature negative impression.

If someone plays an early prototype and gets the impression it is boring or not extensive enough then they may not return later, even when it releases.

No matter how much players say they understand that a project is incomplete and that that fact won't bias them against it, much of human psychology is subconscious and many/most of them will likely still be heavily influenced by their impression of the prototype anyway.

Audiences of game developers (such as on forums) are more likely to be forgiving of incomplete projects, but that is a very different audience from non-dev gamers.

So, I would say it is probably wisest to wait until the game starts "feeling good" before you release a prototype, at least.

Also, some devs use smaller communities (like Itch) as a prototyping and testing ground and then only later release the main product elsewhere (like Steam), to keep the potential spread of bad impressions more controlled until the time is right, though that strategy seems likely to inevitably have some risks as well of course.