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(+1)

I am just a Student not any marketing expert. I am making games for more than three years. So to balance between A and B is to just give the audience a good glimpse of one or two key features that the game would extend later on, and for this a demo gameplay of 5-10 minutes is a perfect timing or if it had various levels then show them the intro of the story and the first level. Show the players that the features have possibility to be extended and do not get bored over time. Show them interesting things also like artwork, illustrations or music that also enhances the quality of the demo. I hope you've got your answer. 

By the way I am a solo developer doing all the things alone.

(+1)

Pleasure. I am also one who develops games alone, but I am no so much young as you: i've not so many physical resource. My problem is that my video games do not have a great story to tell, but should induce curiosity as they are handmade. I, as you say and I have already done, always put the first level or a level that does not exist in the full version, but is compatible with the style of it and the synopsis.

yess I can understand well!!!

but the greatest motivation is that age does not matters at all if your motivation behind the game is bigger then you'll cross over every hurdles. But if you are having any trouble(physical resources) then you collaborate with others would be great!