Yes, look at Doom. I’m not being facetious - this is the model used for solving these problems: you don’t download to the user’s machine that which they don’t have access to. Everything else is - as clear from the above conversation - complex and time consuming either for you, the player, or both.
Either they have the registered WAD file or the shareware WAD file (in Doom parlance).
Think about the ways in which someone can contravene this (basic threat-modelling): essentially, the only way people will easily be able to pirate is if BOTH people are distributing full versions of the game on the net, AND these distribution points are sufficiently common/large that people can find them. So, the main threat to your game is that it becomes so popular that lots of people know about it and it is easy to find a full version for illegal download - but that can only happen by catapulting your game into the limelight. Which is likely to mean you’re making a lot more money anyway, or at lesat that it’s now easy for YOU to find and shutdown illegal distribution points.
Why did Doom make so much money? Obviosuly, a large part of it was simply because everyone showed or gave it to their friends…many of whom later bought it anyway rather than go through the hassle of finding another pirate copy when they changed PC, changed job, etc.
Finally…IMHO, time-lmited games are a damn good reason never to play a game from that company again. They really really piss me off. For instance, I played AF for a while on my mother’s PC (wasn’t running properly on linux at the time), and then when I wanted to show her, because I thought she might like it enough to buy it … THE ***ING THING WOULDN’T LET HER PLAY. Shrug. Whilst I fully appreciate the need to increase conversion rates, stuff like this severely pisses people off. Small games are dependent upon viral marketing, and the first rule of VM is “don’t piss-off your consumers” - so I would argue () that the long-term negative effects of time-limited games outweigh the increased conversion rates.
(*) - I’ve never sold my own shareware (although used to sell other people’s, many years ago), so I can’t argue based on personal experience and stats. OTOH, I know a lot about VM; that’s the perspective from which I’m coming.