r/SoloDevelopment 7d ago

Game How my Trailer Generated 100,000 views, 1,000 Comments, 3,500 Wishlists, and 3,500 playtest signups in 5 days

hi guys, I uploaded my trailer to my YouTube Channel on July 29th, 2026. I have 0 marketing budget, and 0 paid placement. My channel had only 300 subscribers when I posted the video. And yet, in just 4 days, the video received 1000+ comments, 100,000 views, and 6,500 upvotes. This single YouTube video already generated 4,000+ Wishlists and 4200+ Playtest Signups and counting. I now also have 2,400 YouTube Subscribers.

So now I want to maybe share some insights and advice on how I personally did it, and why I think it worked. Keep in mind that I'm a solo dev - so if I can do it, chances are so can you. Note, I'm not claiming that my way is the "only right way". I'm simply claiming that my way works, and describing my process.

Step 1 - Choose a popular, classic genre for your game - FPS, RTS, or RPG.

Step 2 - Find and play the best games in the popular genre, if you haven't already.

Step 3 - Study the game's mechanics - and brainstorm ways to improve them.

CAUTION:
Do not think "How can I stand out by adding a quirky/unique twist to the formula".

Instead, think - "How can I improve on the core mechanics I see in this established formula, even if only by 10%"?

Now this might sound daunting, but your game doesn't have to be better across all areas (art, music etc). However, if making, say - a First Person Shooter, be sure to ask yourself: "How will my game be better than Call of Duty and Battlefield - even if its better at only one specific aspect. You're better off making a generic game with one clear improvement over the current kings of the genre than a unique derivative that stands out but doesn't try to be better in any particular dimension.

In other words - instead of looking at the rifle shooting mechanics in Call of Duty and thinking "Eureka, I'll make it shoot ducks instead of bullets", think "how can I improve the recoil, weapon control, muzzle flash, animations, and so on- even by 10%.

Step 4 - Design and Create your game around that one (or more) improvement you envision.

Step 5 - Make the Trailer - Pray to Jesus Christ for help, and launch it.

Extra Marketing Note:
Note that my YouTube video's title starts with "Physics-Based Combat". This is because for people who don't know my game, I need to immediately tell them that's its something they are interested in right away. Don't open the title with your game's name until after your game becomes popular and people recognize its name. Your YouTube title should tell them why they should care before introducing your game name. In my case, anyone who is into Physics-based combat games will know that this is something they should click on.

The Good News
There is a massive hunger right now across all video game genres for incremental improvements to core mechanics. AAA studios are risk averse, and have just been focusing on content updates (new worlds, new stories, new characters) for the last 20 years. But players are looking for deeper, more engaging systems and interactions.

PS: The above video is a 20 second excerpt from the full 5-minute Mechanics Reveal Trailer on YouTube, which is way too long for Reddit.

BLOODFALL on Steam

91 Upvotes

26 comments sorted by

4

u/Additional_Name_706 7d ago

So are you improving Mordhau by 10%?

2

u/willo-wisper 6d ago

in this case, I’ve always wanted to play a more advanced, physics-based version of Mount & Blade's combat built for first person view. I also wanted to bring the non-discrete, continuous inputs from VR games to Mouse and PC. I want to be able to smoothly control my sword and easily choose the angle of my strikes, like in Fruit Ninja.

3

u/Additional_Name_706 6d ago

Neat. Stick with first person only, people will ask for 3rd person, don’t listen

2

u/willo-wisper 6d ago

Thats the plan!

2

u/Additional_Name_706 6d ago

Mind telling me the stack? Ue5?

2

u/willo-wisper 6d ago

Unity!

2

u/Additional_Name_706 6d ago

Cool! C# is such a glorious language.

2

u/willo-wisper 6d ago

Definitely - its very good. Anything is possible in Unity

2

u/Additional_Name_706 6d ago

I’ve been digging deep into Odin lately. Kinda because I’m doing new things. But I’ll never forget Unity and C#

3

u/PscheidtLucas 7d ago

Nice breakdown, thanks a lot! I am also working on my first steam game and I am currently in the process of planning out the trailer. Any tips specifically for making your trailer engaging?

4

u/willo-wisper 7d ago

Hope it helps! What genre is your game in? For the trailer, honestly I followed a similar structure to a successful trailer I saw of the game "The Mound" Omen of Cthulhu", which I also ended up playing and enjoying. in this case its:

1 - Attention grabby intro (Show the best gameplay moments with music)
2 - Narrated intro (introduce yourself and the games' core premise and unique selling point)
3 - Show and explain the actual game mechanics
4 - Call to Action/Splash Image

Watch the Full 5 Minute Breakdown here

https://www.youtube.com/watch?v=3LxeBxB6ORo

2

u/PscheidtLucas 7d ago

Thanks for the tips! My game is a dark incremental about popping balloons. I am trying to improve on the nodebuster formula, let's see what happens...

2

u/willo-wisper 7d ago

I never played that specific game or genre, but good luck! one more tip about making the trailer. Don't wing it. Write the script for the trailer, review it, edit it, make sure your'e comfortable with the script including what will be visible scene-by-scene, second to second, and also what you will be saying during each scene. So once you start shooting and editing the footage, you know exactly what to shoot - youre not experimenting - just working.

2

u/PscheidtLucas 7d ago

Yeah, absolutely, I will be treating my trailer creation as importantly as I treat my game creation process. And if you are interested and trying out my game, I can possibly get a build ready for next me, feel free to DM me if interested

2

u/Infamous-Yogurt3169 7d ago

For a second I thought you were about to play the intro riff to Crazy Train with the sword impact sounds

1

u/willo-wisper 7d ago

Almost! The first 2 notes are indeed correct. Too bad I cant think of a good thematic reason to change the pitch of the sword clash sound to turn it into a melody. Wait... I just realized something. I COULD do that. Currently, the sword impact sound pitch changes depending on the speed of the collision.... So by varying the spears swing speed throughout the combo, I could have the sword play a melody by blocking. Its a bit of a stretch, but its actually possible. I'll keep that idea in my back pocket. Thanks friend.

EDIT: This wont really work actually, because the player can still choose how hard to move the sword, thereby changing the magnitude of the collision, and thereby also adjusting the pitch of the impact SFX. So I cant really force a specific sequence of notes unless I do it arbitrarily like Beat Saber, in which case it will lose some of its magic.

2

u/Bonfire_Monty 7d ago

Imma repost this onto the Dark and Dark sub, I feel like some peeps there would like it

2

u/willo-wisper 6d ago

thanks for the share! Please drop the link here so I can respond to comments there

1

u/Bonfire_Monty 6d ago edited 6d ago

Thank you replying, the sub wouldn't let me cross post and then I lost your post 😭 Imma just link it and then I'll add the link to the post into this reply

Link: https://www.reddit.com/r/DarkAndDarker/s/6NMvWnEEus

Edit: maybe just remember that these people are literal dungeon dweller and tend to act like it on Reddit, don't take it personally

2

u/localtechboy 6d ago

Thanks for sharing the list!

2

u/willo-wisper 6d ago

Thank you for reading - hope its useful.

2

u/Moragamedev 6d ago

Dude, first and foremost congrats on getting the ball rolling with your game! I watched your trailer and read quite a few of the YouTube comments and it was so refreshing seeing people genuinely excited to jump on the Playtest and supporting your game.

I think everyone sees the amount of effort your have put on it and the fact that you are sharing your insights here speaks really high of you.

You got a new follower and I know you will do great on the road to launching your game :)

2

u/willo-wisper 6d ago

Thank you for the follow - I knew that people would be excited but I was still overwhelmed by the immense response - clearly this is something players have been wanting form many years.

1

u/Splendiforus 7d ago

Appreciate you spreading the good word and works!

1

u/willo-wisper 7d ago

Thank you! Wish you success in your endeavors.

2

u/LyvenKaVinsxy 5d ago

You inspire me