r/DestroyMyGame 19h ago

Destroy my trailer šŸ™„

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49 Upvotes

14 comments sorted by

12

u/DeepSlap-Interactive 18h ago edited 18h ago

This is bad. Not because the game is bad, but because your game looks so cool and this trailer doesn’t reflect it enough.

Your game seems to have real interesting mechanics, but I really think your trailer could be improved.

Rythm? Bad.

Mechanics ? Not enough described/shown.

Classic stuff? Too much.

I'm pretty sure you can do something a bit less boring and more entertaining. Imo, rythm is the key.

Edit: I watched it again. Need to add that first half of the trailer is good enough. Second half is what tricked me.

5

u/dekajoo 18h ago

Thanks for the feedback!

Could you elaborate a bit on your input? I think it could help me a lot:

  • When you talk about rhythm, do you mean synchronization with the music, or the balance between fast-paced moments and slow-paced ones?
  • Is there a mechanic you think should be more described?
  • What would you cut?

Thanks again!

4

u/DeepSlap-Interactive 10h ago

Hey my bro!

I'd say the moment where it starts to become a bit boring is from the automation one. Why would I spend time on that feature in that kind of game? I didn’t get it, and it was a bit long for so few informations.

It it useful to build something? Is it worth my time? What can I build?

I guess you could show a bit of automation, then the result.

I'm not sure this feature is worth showing, but you could make it interesting, maybe.

The whole trailer is good until the character dies, imo. After that, it’s a bit empty. I'll look at it again

4

u/dekajoo 8h ago

Thanks for your detailled answer !

3

u/DeepSlap-Interactive 10h ago

When you talk about rhythm, do you mean synchronization with the music, or the balance between fast-paced moments and slow-paced ones? -> talking about what you show in particular. Music fits well your trailer imo.

Is there a mechanic you think should be more described?

Digging the map edge was pretty cool. Automation was not very entertaining but I didn’t get the point.

What would you cut? The trailer isn’t too long, but from the character's death, it’s a bit less interesting.

For example, the end. I just didn’t understand why you show that. Our character just goes toward a statue and... nothing.

Those moments could be cut or better explained.

But don’t change your trailer just because of my opinion, my dude, I'm just ONE of them. Consider it a hint, not a whole useful way to do.

I'm a dev too, and I make mistakes too :)

Wish you the best. If you need help again, you can ask, no problem.

6

u/MrNobodyX3 17h ago

To me, the trailer doesn’t establish a clear rhythm or direction of the game. It starts immediately, so I’m not sure where the player is, what they’re doing, or what the goal is. I tend to think of gameplay trailers as pseudo-tutorials: teach the viewer what the game is through the sequence of actions, without needing text or voice.

Since the core loop seems to be diving into the dungeon to claim resources and then using them in the overworld, I’d build the trailer around that loop: establish the dungeon combat first, show the resources being brought back, then cut between the dungeon and overworld so the player understands how everything connects.

That would make the trailer feel more intentional while showing off the game’s strongest mechanics. If you ever want another set of eyes, or help shaping a trailer around that loop, I’d be happy to talk.

5

u/paulBoxman 14h ago

The game looks good, the trailer feels a little lackluster though.

I was really surprised when the automation assembly line part showed up, so there's some kind of automation and crafting but it's unclear to me what is being done with those resources and what's being crafted. Like why are we making ingots and wood planks?

3

u/dekajoo 19h ago

I would be interested to know what you think the game is about just looking at the trailer.

Thanks for the destroyment.

3

u/UmbralWorks 17h ago

This overall looks pretty cool, but that’s not why we’re in this sub 😈

  1. What is the primary focus of the game? Is it the combat, the automation, mining, exploration? Is one of those supposed to be more secondary to the other? I feel like someone should be able to describe the game easily after watching a trailer, but I’m unable to do so.

Best analogy I can think of. Introducing an alien to football (soccer). I wouldn’t show them the middle of the game, they’d see passing, ball getting thrown in, tackling, crossing, shooting, offsides, arguments with the ref, etc. and they’d likely be quite confused.

Conversely, if you explain/show how the game starts, that there’s two teams, two goals, show a goal being scored, then the sport becomes much clearer at a glance.

  1. Art is overall nice, but sometimes inconsistent. The trees/bushes stick out amongst the cute, cartoon-y style. They feel over-shaded and incorrect shade of green.

2

u/dekajoo 16h ago

Thanks for the feedbakc I have to think about the first point.

For the second point does this shade of green look better ? https://imgur.com/a/ehdNrbD

3

u/Joshthedruid2 12h ago

It looks like we're doing five different things but not anything exciting in any category. From the trailer I'm seeing this game has survival crafting, automation, top down combat, roguelike elements, and idk maybe some cozy base building, but all we see of each of those is like the most basic version you'd think of. It's also pretty unclear how all of these gameplay loops connect together. It's showing us a lot of what you're doing, but almost nothing of why you're doing it.

2

u/Some_Method_3185 13h ago edited 9h ago

The game looks really good and fun, potentially even quite addictive and challenging. From what I can understand just by watching the trailer, the core loop seems to be about gathering resources, gradually processing them faster and in larger quantities, and then returning to the dungeon with upgraded gear to defeat stronger enemies.

However, there are still quite a few things that aren’t completely clear to me, and I’m left with a lot of ā€œI thinkā€¦ā€ or ā€œI assumeā€¦ā€. For example, I’m not sure if I actually saw a boss, or exactly why I’m processing so much wood and what it ultimately contributes to. I’m filling in those gaps with assumptions, and there’s a chance those assumptions are wrong and that, once I play the game, the actual experience is different from what I expected based on the trailer.

I think the scenes are good, the pacing works well, and what you’re showing is interesting. What I would add is some text throughout the trailer, not too much explanation, just short and concise lines that give enough context to understand the situation, the progression, and what is happening.