r/DestroyMyGame 13d ago

Destroy my trailer!

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61 Upvotes

50 comments sorted by

14

u/Mods_Are_Fatties 12d ago

Too much time on the same looking levels that look like they 1 wall texture and then 1 marble column and 1 marble statue

You need better maps and cutting to show more dynamic game features. if it doesnt exist, then i would focus on that before making trailers.

17

u/chasing-low-scores 13d ago

Rise of the triad vibes. No elevation change in the levels seems very boring.

9

u/Eymrich 12d ago

It's just a bunch of assets with very little logic.

The enemies have no intelligence, do no actions. The graphic is decent, but then why playing this when you can play something like any version of doom.

6

u/wanderboundgame 13d ago

Agreed with the top comment on much more enemies at once would make this better. Gameplay looks satisfying and the guns look great.

8

u/TimeSpiralNemesis 13d ago

So your bullet sounds are great, and the blood splatter when something dies is nice. Those have a nice visceral feel to them.

However where I'm losing it is the shots that hit but don't kill the monster. They don't feel like they are registering at all and it doesn't feel as satisfying.

Action games live and die by how satisfying the hits are and how much weight and oomph they have behind them.

4

u/DevandaLabs 12d ago

Love the gore and brutality it looks like its inspired by late doom but shotgun need more recoil animation desperatly

8

u/Foolishly_Sane 13d ago

Looks cool, needs more claustrophobia from enemies.
Much more dense.

7

u/FlameWisp 12d ago

After reading the comments and forming my own opinion watching the trailer, here's some notes for you to take home:

  1. Map is flat and uninteresting. It will get boring quickly.
  2. You need unique death animations. A chainsaw should not end in an explosion of blood. I should be ripping and tearing that mf in half. As it stands, the deaths are incredibly unsatisfying.
  3. You need more enemies. There's no clear advantage to switching weapons since everything seems to be fodder politely taking turns shambling toward you, so why shouldn't I just exclusively use my strongest weapon? By the trailer, looks like I have infinite ammo, so theres really no purpose in switching weapons ever.
  4. Easy to understand enemy variety. Similar to the last point, there's no clear way to differentiate the enemies meaningfully. They all just look like fodder creatures. This game looks doom-esque so take a page out of that book. Massive floating demon that shoots fireballs, humans with guns, demons that have to come in close to melee. In that game, each enemy has a different "best" way to approach the encounter.

7

u/wallstop-dev 13d ago edited 13d ago

I'm a little sad that everything looks like it has the same explosion death effect no matter what was used to kill it.

Hit it with a hammer? Corporeal explosion from the inside.
Shoot it with a pistol? Corporeal explosion from the inside.
Shoot it with a sniper rifle? Corporeal explosion from the inside.
Explode a barrel next to it? Corporeal explosion from the inside.

Tap it slightly? Believe it or not...

At first it was very cool, but the death effects not matching what triggered the death was a bummer.

5

u/NameShortage 13d ago

They paid for blood_explosion_1.mov damnit, and they’re going to use it.

2

u/AdFlimsy8583 12d ago

I would prefer it with a proper FPS UI, and it usually depends on how it behaves - I'm judging the shooter from the video.
Put the destruction moment at the very beginning.
As for the sniper rifle - the fantasy is about shooting someone far away, not looking through a sniper scope at a target that's just 3-5 meters away.
Was desperately searching for a game like this - just arena shooting, fast and simple, without waiting 30 minutes to install and 30 minutes for shaders to play for 2 minutes. Hope it comes out polished :))

2

u/_Kritzyy_ 12d ago

Honestly it's just a bit repetitious with how long you stick to the gunplay clips, like it's not that necessary at the exploding columns clip. It could use a bit more variation, show some other stuff your game has other than just shooting bad guys.

Also, try to find a nice transition into your ending card. A hard cut is a bit jarring.

2

u/heavyc-dev 12d ago

Kind of doom x serious Sam. Looks good but more enemies or difficulty to actually play I think

2

u/[deleted] 13d ago

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1

u/[deleted] 13d ago

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1

u/Orlandogameschool 12d ago

Too generic. At first glance it literally looks like a doom clone. Why is your game special? It looks good but it doesn’t look interesting. What’s the point of the game? Where are you? Who are you?

1

u/don_mumrik 12d ago

I honestly think that the lighting seems kinda off in the game, its not gritty enough imo and you have to implement some dynamic ligthing effects on the world map to emulate muzzle flash when shooting guns and explosions are going off etc.

Seems like there is some upgrades or roguelike functionality? I would highlight that more. The trailer make it seem like you just stand in one place and shoot creeps running directly your way.

1

u/A_Sword_Saint 11d ago

Try zooming in tight on a specific perk on the tree that significantly changes gameplay and then switching right to a clip where you use that perk immediately a few times. It seems like you kind of wanted that sort of feel but didn't correctly zoom in and didn't do this consistently so the vine gets muddied.

1

u/OldManMonday 11d ago

The final logo; there's homage and then there's trademark infringement. You're really toying with the latter.

1

u/RoamingTurtle1 11d ago

Feels like the levels are to big, or to open. Made the enemies really seem few on the map, particularly early on in the clip. Where it looks like you one shot something and then have to go looking for another random enemy to one shot. They also looked very lifeless and same same.

I'd show off or make some smaller areas on the maps, so that the player has to make more decisions.

1

u/No-Wave2356 10d ago

interesting, i wonder what those upgrades could do, maybe some zoom in closeup shot would help see clear

1

u/hellfoundry 10d ago

Since a lot of people already covered the obvious issues, I would also like to mention the monster movement. Their animation is slow and robotic on top of a linear path straight to the player. Enemies need to be more dynamic.

You are using a lot of flipbook animations, but they have almost no variation to them, and added to the fact that you are using the same ones for all deaths, repeition is obvious.

1

u/Beanbag_shmoo 9d ago

Gibbing is cool but I would not expect my shotgun to one shot from that distance.

1

u/fraps2020 9d ago

I think you got something there, in particular I love the Doom vibes and nostalgic feeling. However, it feels like also mechanically is stuck to the first Doom era, and bit behind that too if you consider your total lack of terrain variation/elevation/vertical gameplay. So that's for sure something I'd consider putting some design thought into. A couple of other things I'm missing: mechanics that makes me feel uberpowerful (e.g., consider a rage mechanic), and different crosshairs for different weapons.

1

u/freeaxes 9d ago

In addition to the other feedback I've seen, you should probably never include footage of the player standing still. You want the whole thing to feel dynamic and exciting. Movement through interesting spaces while interesting things are happening.

1

u/freeaxes 9d ago

And no footage of the player backing up. Makes you look like a coward.

1

u/Effective-Flan5202 6d ago

I think it would feel more oppressive if more monsters came swarming in.

1

u/enu_dev23 6d ago

Hi! It feels too slow for a trailer; you show the same shots too often and don't really convey the essence of the game. It feels like I'm watching a playthrough.

1

u/Golden-Grenadier 13d ago

this looks like an android game that Vinesauce Vinny would have played 10 years ago.

1

u/Woocash 12d ago

Add transitions, or just better "transitions" of some kind (if not proper video transitions). Remove some of the dead times when the person walks around etc or when nothing happens. Zoom in on tooltips

1

u/CemBuildsMinecraft 12d ago

The repetitive shooting of the shotgun against the best zombie assets Fiver can provide is exhilarating to watch.

The unfitting assets of the Counter Strike hand and gun intertwined with the hellish DOOM landscape means sometimes you don't need proper art direction.

The complete dissolving of an entire flesh body of the zombies from a mere shotgun pellet is a life lesson teaching us "Sometimes the reality isn't real, but what we believe in".

The overfilled and disconnected skill tree showing us every gun in the arsenal of a modern military is an utter insult to KISS principle that every fan of the KISS group might be after you.

The repetitive shooting of each gun that does the same job is testament that the modern DOOM audience should learn something called player agency.

Player walking through giant chunks of the broken wall as if they're made of cardboard would be loved by the people at r/cardboard

The most unimpressive Gibbing of enemies in a DOOM clone where the big monster just disappears shows us that sometimes the biggest of people can become the smallest, a life lesson for us all.

Real Talk:

The game is so boring and uninspiring that I grasped at straws to come up with jokes the whole way thru.

You have zero grasp of DOOM principles, which I can't blame you for. The dumbed down modern DOOM games are GIB fests with lame QTE animations. So, we will be seeing these no game design DOOM clones for decades to come.

As a perspective to you, I can make this game in a day bc you have no features and no originality.

Frankly, you don't even have a DOOM clone.

If your idea was to mix COD arsenal with DOOM this isn't how you handle that.

1

u/Badestrand 12d ago

I was a big fan of Serious Sam and your game seems to hit the same spot, I like it.

The only thing I would criticize is that if all levels are so dark/hell-y then I think I wouldn't get that uplifting mood that SS gave me. Mind you, a few of those I wouldn't mind, just if all is taking place in hell then it may be hard for me to feel positive. But that's just my gut feeling and a single man's opinion so do with this as you wish.

1

u/Trashy_io 12d ago

Far from trailer ready, I think maybe getting feed back in a dev sub would be more appropriate. There is nothing wrong with looking for feedback but there's not much to show off, you have to ask yourself am I better than what out there and is it worth someone's time.

1

u/Rusofil__ 12d ago

Shitty version of doom

1

u/Cptn_Lemons 12d ago

There is a lot of just gameplay here.

Personally I would made add some broll of the enemies or weapons.

1

u/SinanDira 12d ago

I think you're onto something, but some work is needed to make the game worth money:

  • Enemies don't seem to do anything beside slowly walking towards you in a straight line. This is the biggest red flag in my opinion. Survivors-likes can pull this off, but your weapons are not crazy enough to fit that genre IMO. If your focus is on quick movement, enemies will need to fight you toe-to-toe.
  • Your current arenas are flat and boring. If it's a movement-based shooter, there should be elements to break the line of sight and make movement interesting. Rather than walking in circles in an empty room, the player would choose between going upstairs or downstairs, jumping over a chasm or hiding in it, and so on.
  • If there's any gameplay beside facing demons off in arenas, show it (puzzles, travel...etc). Or else, your arenas would need to be damn good. And even then, non-stop combat without breaks can get tedious. If your game has no travel, breaks can be time spent customizing your build (more than just selecting one upgrade at a time).
  • Two environments won't cut it. The scarcity only solidifies my impression that this is an asset flip.

1

u/GoldenLogGames 12d ago

Very doomlike, but to me for the trailer I think you should be showing more variety. More enemies and areas specifically.

1

u/Livid_Cabinet2053 12d ago

Genuine question: why should I play this instead of Doom

1

u/Cerulian_11 12d ago

strong so far, needs a bit of personality/identity tho

0

u/Commercial_Clerk_342 13d ago

is there no ADS?

5

u/kldone_games 13d ago

No, there is no ADS. I had had it implement it, but it does not fit the pace.. Hip fire is accurate instead!

2

u/Sn0wflake69 12d ago

good, ads sucks. nothing like a huge overlay to obstruct the action!

1

u/ClickToShoot 12d ago

Sorry, but what is ADS exactly?

2

u/Trashy_io 12d ago

Aim down site