Star Gaming Network:One thing we do for all of our games is offer printable instructions on our web site. That way they don't have to waste their first trial reading the instructions.
Poor trees. Hopefully your users are just reading them on screen prior to playing. ;-)
For me I'm approaching this two ways. For Bloc the four minute trial worked out perfectly. For my next game, I chose a design that, amongst other reasons, I knew would be easier to work with in the current trial time limit. It's a simple arcade game so I can easily just let players go and know they'll have a fine trial experience just like Bloc. (However, after seeing that sometimes the trial timer doesn't seem to end trials, I will be placing a five minute game-play timer in the game so as to catch those edge cases).
The second approach, for when I get to my next next game, is going to be pretty much all of George's points. I'm planning on taking them from the title screen straight into gameplay. The game will allow drop-in/drop-out co-op so others can easily join in for the demo, and it will be a custom level built solely for the trial. The level will simultaneously teach you to play the game, show off our art style, present the game mechanics, and hopefully hook players on the concept.
I think a customized trial experience is perfectly fine. You can give them a level that isn't in the real game and give them whatever you need to show them the fun in your game. They don't need to get all the nuances of your battle system or any of that nonsense. Find one or two points that make your game fun and interesting and take four minutes to sell those two points. Then they can buy the game and find all those little nuances. Not only does this help your trial experience stay shorter, but nothing's better for a gamer than liking a game, buying it, and then finding
more reasons to like it.