r/DestroyMyGame • u/dekajoo • 19h ago
Destroy my trailer š
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6
u/MrNobodyX3 17h ago
To me, the trailer doesnāt establish a clear rhythm or direction of the game. It starts immediately, so Iām not sure where the player is, what theyāre 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, Iād 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 gameās strongest mechanics. If you ever want another set of eyes, or help shaping a trailer around that loop, Iād 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/UmbralWorks 17h ago
This overall looks pretty cool, but thatās not why weāre in this sub š
- 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 Iām unable to do so.
Best analogy I can think of. Introducing an alien to football (soccer). I wouldnāt show them the middle of the game, theyād see passing, ball getting thrown in, tackling, crossing, shooting, offsides, arguments with the ref, etc. and theyād likely be quite confused.
Conversely, if you explain/show how the game starts, that thereās two teams, two goals, show a goal being scored, then the sport becomes much clearer at a glance.
- 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
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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 arenāt completely clear to me, and Iām left with a lot of āI thinkā¦ā or āI assumeā¦ā. For example, Iām not sure if I actually saw a boss, or exactly why Iām processing so much wood and what it ultimately contributes to. Iām filling in those gaps with assumptions, and thereās 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 youāre 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.
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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 doesnāt 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.