This is a game where the main appeal point is from having choices that affect the outcome of the game, and in this demo there are a ton of trivial choices that don't affect anything and one choice that affects which mission you go on before returning to the main storyline. Even if you purposefully choose options to piss people off instead of proceeding along the main storyline the game just blows it off and keeps going, which is kind of irking to the player when you realize a game about making decisions is doing that. And if the dialog choices did make a difference, I'd have liked to see more choices about how to deal with people or situations than "be nice" or "be mean". Like choose whether to A) work with Roderick, or B) feign cooperation with him to make him think you're on his side but with every intention of betraying him when it suits you, or C) telling him you think people like him are sacks of shit who you'd love to take down, or D) play it neutral and say you'll treat him like everyone else and help him with anything reasonable but wouldn't want to be caught up in screwing over people he considers "enemies". And when the choice between forging the letter and fetching the weed comes up maybe have other options like trying to talk Marcus into finding evidence that his speakers got stolen and showing that to the perp to force him to give the speakers back or else get busted by the cops (Medieval Debate time!), or telling Devin he needs to cut out the weed 'cause the shit will fuck him up long term, or sending Rosalina to do one mission while you do the other (maybe having her indulge in the pot herself after she picks it up and ending up smoking it all by the time she gets back and being really shitfaced in the next scenes). Or having different cliques of friends to hang out with (not making an exclusive choice, but being able to interact with each of them to varying degrees) – the tequila guys, some jocks who beat up nerds, some musicians on drugs, some engineering students that invent shit, a frat of skirt chasers, the girls who sometimes get annoyed by or sometimes enjoy the skirt chasing, etc. – that might or might not get along with each other and get irritated if you try to play all sides and be everything to everyone. I know that would be a shit-ton of work to program, but if this is to be a game about making choices that affect the outcome, I think having a broad game with a lot of branches would be more important than having a long but fixed storyline. The humor and attitude of the demo is great, I would just say to expand it in a story universe as rich and complex as you can afford to make it with the time you can reasonably spend programming.
Also agree with pretty much everything AACMIV said, especially about making text go faster if you expect people to replay the game going down different branches to see where the different paths in this universe would take them.