Hello,
This is SavePoint’s DevLog #3.
As we develop our game, we want to discuss a different topic each time. Today’s topic comes from our experience applying to the SGM indie game support program.

“How much should you show in a build?”
Most developers want to show off everything they’ve made. But that’s not always the best approach. You might worry, “If I include all the highlights, will people just enjoy the best parts and lose interest in buying the full game?” Or, “This weapon is meant for the late game and is too strong—should I really show it in a one-hour demo?”
This leads to two main approaches:
Show as much as possible of what you’ve developed
Focus on the actual game progression and help players concentrate on the intended experience
We faced the same dilemma. We chose to show as much as possible, but realized that wasn’t ideal. Our tutorial became too long, and many players missed out on key features, leading to a less enjoyable experience.
Our conclusion: Focus on the game’s core fun.

Our game is a pool-building game disguised as a defense game. As rounds progress, players build their own pools in limited space to maximize efficiency. The core is letting players experience building their unique pool.
Key features to showcase:
Developer skills
Furniture effects
(A few directive cards)
And... limited space!
Plus, active offense features for player-driven farming
You should design a minimal number of rounds that let players experience these core features and observe their reactions. As a developer, it’s natural to feel regret about features you can’t show. That’s okay! At the end of the demo, you can always mention upcoming features on the closing screen. If your core systems are fun, players will look forward to what’s next.
I hope one day we can show this game to everyone reading this, now or in the future.
Keep fighting!
From,
SavePoint
