Remove The Narrator, demo is too "helpful"
He's talking CONSTANTLY. Yammering about shit that I would figure out in 5 seconds anyways. As it stands, I'm interested in the game but won't be playing with friends because it's incompatible with having voice chat. It's like every single step the game stops to tell you "hey now you need to do this" instead of giving an ounce of trust, or letting the learning experience be gameplay.
Let's run it down a bit:
* Intro cut scene causes me to have to spend several minutes not paying attention to what friends are saying in voice chat, just in case anything was important. It's not. The jokes are OK at best. Can be summarized as "following mysterious tracks, you find a shack". * The shack is actually interesting, except that instead of having to look around to find the boxes and open them, they're right next to the fuse box, with icons pointing to them. * The narrator is removing all of the quiet interesting mystery about the shack. You take one step and he starts yammering again. The first person animations of your character interacting with the objects they're finding are fantastic, but it's undercut by the narrator making a quip. I can't have an internal monologue of "what is this interesting mysterious thing?" when I have to quickly pay attention to what someone is saying. * Comments like those about figuring out the trolley actively interrupt me looking at controls available and figuring out what I can do with the trolley. * Another moment is when you move the trolley backwards. The narrator making a joke and saying "try pulling the other level" undercuts the humor if you going "hey that's not right!". I also don't need to be told to try pulling the other level, there's all of 2 levers. I'll try the other one next. * Going through the stop to pick up the gun... why is there a constant "go here" marker??? It turns the experience from a exploring to follow the marker. I'm not even paying attention the environment, but why bother? * Things like the leeches slowing the train down until you shoot them. Why tell the player at all? Let figuring it out be an interested gameplay experience! "Hey the train is stopped and it's always slowing down" is something to figure out.
Basically, you have a mysterious premise with few things to interact with. Maybe trust the player and let them figure it out?