@athanasynt This is a bit nitpicky, but for the sake of reducing clutter in threads, double/triple posting is discouraged. It’s better to put it all into one post. If you feel it’s too long and a portion of the post is dedicated to one topic entirely, you can put some of it in
Like this. Click on the orange pencil in the upper right corner of my post, then click “raw”, likewise in the upper right corner, to see how to implement in your own posts.
No worries about not knowing this, I know you’re pretty new to the forums. Welcome, by the way!
On to the actual topic, I actually agree with your thoughts on Psy High. I didn’t have years to build up the demo, but nonetheless, I agree the build up to the climax was rushed and the romance options were a bit generic. I enjoyed it as a fun and fluffy story, but I still wouldn’t name it as one of my favorites. I played the sequel a bit ago and found it be the same, with the exception of the new ROs who are less generic seeming than the previous game’s, though they do sort of fit into stereotypes, just different ones.
I’ve experienced “full game doesn’t live up to the demo” syndrome a couple times with other games, too. I mostly feel that’s a “me problem” rather than something the authors could be doing better. Early tone sometimes switches to something I’m less enthusiastic about, the cliffhanger urges me to buy it and I run out of steam after it’s resolved, or I should like it but it just doesn’t click. Demos also don’t usually allow you to romance anyone, so I get attached to the characters and don’t have the chance run into any of the issues I usually have with romance (a potential enjoyment ruiner), which is a whole different post. Games like this include Community College Hero and The Evertree Inn.
A couple games I felt disappointment with outside of super personalized/vague issues with after the demo were Zombie Exodus and Fool!. In Fool!'s case, I didn’t like it because it didn’t just have a tone shift as a natural (maybe somewhat frustrating to someone who liked the earlier tone) change in the narrative, but something I felt created false expectations. The description says you work your way up in the jester world, however after the demo you are permanently called to one person’s court whom you have no way of leaving until at least the end of the game. Not that I’d know about most of the endings since I got the same death again and again, seemingly no way out (a problem I suspect was related to stat checks/mechanics).
Zombie Exodus was a simpler case of the author not quite able to keep up the momentum, I think. I found the story a bit linear and the characters kind of two-dimensional. It was probably mostly a case of ChoiceScript inexperience. I didn’t have any of the same problems with its sequel, Zombie Exodus: Safe Haven, and actually quite enjoyed it.