I’ll be honest. It would be a much better demo if you started with fighting the bandits and put every single customization option after that battle. As of now, there’s not much to hook the reader, because you haven’t delivered on your premise at all. Remember, people came for the knight fighting for the kingdom stuff - that’s what attracted them to it, and by not initially delivering on that, you’re putting off (if not driving away) everyone who came for it, which is your main audience.
Additionally, I’m not suggesting copying and pasting every choice so they’re all right after the battle grouped together. I recommend the name and gender stuff going together, then the family crest maybe a little while after, and the castle/father/mother stuff a bit after that. You know, break it up a little. Also, I agree that more organic introductions would make things a lot more immersive and a lot less boring. Things that someone saying the character’s name and player getting to fill it in, maybe a knight glancing at the crest and commenting on the design, that sort of thing.
That said, that’s assuming you desperately want to keep everything customizable in the demo customizable. Personally, I would vastly prefer if the crest, castle, house name, and parents’ names were all set, especially if that would allow them to be more relevant to the story (I’m thinking especially there could be a interesting plot thread regarding the crest - why does it represent the thing it does? Who [supposedly] founded the house?) It’s hard to do that with a fill in, because oftentimes it breaks immersion and has people saying, “wait a minute, this subplot doesn’t fit my crest at all!”
Another benefit to making it set would be avoiding those nasty spoilers. By adding that note about immersion, you ironically both broke my immersion and told me dragons, red rose, and red lightning were all going to somehow important to the story, but at the same time it would have been totally avoidable if you the player couldn’t input it, rendering it unnecessary in the first place.
Though like has been mentioned, a good compromise with what you have now might be a few choices no input ability. A limited number of crests, perhaps with their own subplots, could be interesting and could maybe provide a stat boost.
A slightly ridiculous example:
My crest is…
A blue-and-yellow duck among sable reeds [+10 Courage +10 Physicality]
A purple swan swimming in a twilight blue lake [+10 Charm +10 Grace]
A brown dog in a grassy green field [+10 Steadfast +10 Bleeding Heart]
[Descriptions for each crest to make it clear to player what raises which stat]
[Is this your crest? Yes/No]
That’s about it for feedback on the current demo. I believe it has potential, you just need to restructure it a bit and keep a few things in mind going forward (organic intros for choices, limiting customization to non excessive amounts and not putting it all in a row to make pages of it etc.)