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(4 edits) (+1)

With this in mind then perhaps its worth for developers to release a demo of the game (of finished quality after releasing the whole game) which  is easy to access and simple to understand.  For instance create a demo playable on the browser (thats most likely to get people to play it since it literally a click away). If your game has complex systems then you could have a demo with a simpler form of the mechanics and such just to give a taste of the experience. Then if your game is larger than 400MB which can be a lot of games these days, people will be happier to go the extra mile of downloading bigger files and learning complex mechanics (if you have any) if they liked the demo.

And yes of course K.I.S.S. 

...keep it simple stupid. do this as well as excite/engage people to play the demo. (easier said than done)

Regarding graphics I do really like simple stuff, one of the main reasons I played Hollow Knight in the first place was because of its art style. Same with Journey, Firewatch, etc. 

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I was actually considering releasing a demo version of my game for free anyway, for much the same reasons say, and also because I think someone would be more likely to pay a free game and want more than they would be to just pay for a game they haven't tried.

Anyone else remember the days of shareware?  Good times!  :)

keep it simple stupid cuz im not that big brain ya know

(+1)

well starting out in any game you'll wanna start out simple and introduce new things at a certain pace so you can grasp them. Like imagine playing a metroidvania but you have all the abilities from the get go. You'll probably just use normal attacks anyway because using special movies and such is too much to think about until later on when you've mastered or atleast gotten used to the normal controls like jump and strafe or interacting with the world. 

wow ok thanks dude