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Demo's in general are a briliant Idea for more high risk games like this one (very much an you either liked it or you didn't kind of game)
The question is, would having the intro area turn you OFF the game. From watching lets plays, we are seeing the opposite, but I am interested in opinions.
That being said, I definitely feel as if a demo would be helpful. Either getting to the ship or with a little bit of PRO's explanations at this point would be fantastic. Letting people get the hands might be far enough, as I feel PRO's dialogue at this point to be enough to really get in to the nitty gritty of what the player is "doing."
If there'd been a demo, I would have tried that first but definitely pulled the trigger after trying it. I think the best place to let off, though, would be some simple demo-only puzzle at the beginning of the section you're talking about. Something that forces the player to mess with using NPCs. Until I absolutely had to, I didn't bother programming much of anything, and mostly relied on draining enemies of their ability to hurt me. I didn't want to waste behavior flags and stat points as long as this remained an option, so it wasn't until the door puzzle in that dungeon that I finally started editing guys. If you cut the demo before you reach that point, there's going to be players like me who hit the end and never bothered making allied creatures.
i noticed art, then tags which... let's be honest, not fitting with each other very well. then it gave me lot of tarded questions, and i was forced to check some videos... that's how i realized what game it is.
but i haven't bought it yet... :P i don't buy games just to have them in my library and i have other games to play atm. so... don't make it very cheap in the future. :)