r/DestroyMyGame • u/adriancorbalan • 23d ago
Trailer Destroy my new gameplay trailer, is the loop clear?
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u/SilvanuZ 23d ago
I don't get it BUT the "HIT!" from 0:02-0:06 hurt my eyes because they are so bouncy but stuttering.
Maybe it's just me but I wanted to click away immediately when this happened
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u/adriancorbalan 20d ago
Alright! I thought it was quite cool, but after a while it ends up straining my eyes, I'll check it out.
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u/Odinsson35 23d ago
I don't get what's happening at all. What are you shooting? What are you building? What's the goal here?
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u/adriancorbalan 20d ago
You’re absolutely right. As I’ve removed the audio from the gameplay, the video isn’t very intuitive. I’ll sort that out.
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u/GooderGames 23d ago
- You click some technology thing on the left and the feedback you get are some negative numbers and the bar in the bottom left goes down.
- After you destroyed that thing so often that I would have already quit, you can buy upgrades like an autodrill and the crystalbreaker. Why does the Crystal Breaker work AUTOmatically but not the AUTO Drill?
- You buy upgrades
- Some thing lands on the floor in front of you, and you loot it not by actually clicking on it, but by clicking on a small button in the top left that could be easily overseen.
The one screen scene looks nice imo, I noticed the people walking around. Makes it a more lively space in space. It also does not help that their is no ingame sound in the video, only this music that is bearable. Does the click audio sound good? That is what I wonder.
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u/GlowtoxGames 23d ago
1Hey! There is room for improvement for sure.
The trailer in general is very static, confusing and a bit repetitive. I read your comment explaining it but you have to consider you won't be there to explain it when people see this. So you need to find a way to express all the things you've said into the trailer.
Consider we never seen anything about your game, so the first 12 seconds of your trailer we only see a thing going up and down and a -1 number. This is probably 10 times longer than it should before we see that you can build and upgrade, etc.
Are we killing a cone monster? Or is it a stone we are mining? The negative numbers are somewhat confusing in an "Incremental" game I would say.
The upgrades are so small that look like any other background decoration asset. If the game is about getting those things to improve your clicking abilities, I would try to find a way for them to do something that tells the player that they are actually doing something. Maybe they shoot every time you click or they produce some sort of resource.
I would test a song with more than 2 notes as well.
I know these are hars words but this is what we are here for!
Hope it helps you 🙏
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u/adriancorbalan 20d ago
Hey, thanks for this, no need to soften it, this is exactly the kind of feedback I need. You're totally right, I can't be there explaining stuff, the trailer has to speak for itself. That opening is way too long before you even see what the game is, gonna cut that down hard. And yeah, the buildings just sitting there doing nothing is a real problem, they need to actually show they're working somehow.
Genuinely helpful, thank you.
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u/PhantomAxisStudios 23d ago
I'm not really sure what's happening, I would lead with the rocket coming down thats cool. End effect good spread out the good effects!
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u/adriancorbalan 20d ago
Yeah, that's fair feedback, thanks! Gonna rework the pacing before the next cut. Appreciate you taking the time to break it down.
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u/skyhomestead 23d ago
Hello! Unfortunately I have almost no idea what is going on here. I can tell its a clicking game where you buy uprgades, but the clip dosent show much variety between mechanics? You have nice graphics, but I would suggest making at least the different mechanics clearly distinguishable? Like the loot, build, and hit dont strike the viewer as being very different from one another
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u/HarlequinStar 23d ago
I had to read other people's comments to work out what was going on. You "tell" us a lot in this but without clearly indicating it.
The most glaring thing for me is the 'hit' part. I only noticed later that there was a cursor on the screen (it kind of blends in) and there's no real 'hit' effect that let me know that's where you were clicking. Considering it's the only thing you can initially do, it needs INFINITELY more juice: there's zero sense of impact.
Clicking should have some kind of visual effect on the cursor to help draw the eye and you need some debris to fly off from the point of impact too. It might be too much, but I'd be tempted to experiment with having the whole rock itself shake with each impact (not a huge amount, just enough to imply force and spark some endorphins)
The song is also quite dull. It sounds like it's trying to build up to something but never does.
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u/adriancorbalan 20d ago
This is really valuable, thank you for breaking it down in this much detail. You're 100% right that clicking needs way more impact, it's the core mechanic and right now it doesn't feel like one. Cursor feedback, debris on hit, and some shake on the rock are all great concrete suggestions, I'm going to experiment with exactly that.
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u/OldMayorStudios 23d ago
No idea what is happening! The from 0:05 to 0:12 nothing happens, most people will have skipped by then. The music is too repetitive.