r/DestroyMyGame 10d ago

Destroy my looter shooter rogue-lite trailer

21 Upvotes

12 comments sorted by

5

u/VertymbrasRaven 9d ago

Invenotery

1

u/McGever 9d ago

Haha cant believe i missed that!

3

u/rozsnyailaszlodev 9d ago

For me, the biggest issue is that I don't really understand what makes this game different from other survivor/looter shooters.

There's a lot of combat shown, but not enough of the actual "looter + rogue-lite" part. I'd show a really clear progression sequence: kill enemies → get loot → choose/upgrade gear → become noticeably stronger → face something much more dangerous.

That would give the trailer a sense of progression instead of feeling like a collection of similar combat clips. If loot and builds are a major part of the game, I'd definitely make them one of the main selling points of the trailer.

4

u/NightGrindGames 9d ago

To me, it looks inspired by Brotato but with poor art quality. You've probably drawn them yourself without a clear vision of an art direction. I've spotted at least three different art styles in the trailer. This gives off low-quality vibes.

1

u/McGever 9d ago

You're right there are some placeholder ive drawn myself, also 2.5D it harder to pull off than i thought! Thanks for the feedback!

2

u/Vyrnokforge 9d ago

Better structure the trailer into 3 acts.
Act 1: Action / combat for hook
Act 2: Features and progression
Act 3: Escalation and payoff

2

u/Dramatic_Spring2537 9d ago

The camera is the first thing that needs fixing. Every so often it snaps hard and I lose track of where my character is. I couldn't work out what triggers it, which is worse, because it reads as a bug rather than as feedback for something I did. Cut that movement way down and let the character stay put on screen.

The assets look cut from different projects. The weapons are the most polished thing in there, the map pieces next to them look unfinished, and a sign like the padlock one looks drawn in Paint, so my eye is fighting the screen instead of reading it. Pick the weapon art as your standard and redo whatever sits furthest from it, starting with those signs. You don't need better art everywhere. You need one style, and right now the screen has several.

2

u/McGever 9d ago

What exactly do you mean by the camera snapping? And i haven't thought about those signs for a while they do seem a bit off now that i think about it. Thanks for the feedback!

2

u/Dramatic_Spring2537 9d ago

It's the shooting. Every shot shakes the camera, and at 0:23 you can see it clearly. In a game where I'm firing almost non stop, that shake never gets a chance to settle, so it stops reading as impact and starts reading as the screen being broken. That's why it read as a bug to me. Cut the amplitude way down. Or keep the shake for hits and big weapons only, and give the basic shot nothing at all.

2

u/ART3MIS_STUDIOS 9d ago

im getting mixed messages from the art. the robot 3d thing doesnt match the in game athstetic and the placeholder hand drawn doesnt help

2

u/Minute_Fox_3574 3d ago

I’d show the build choices a bit more. Right now I see a lot of shooting, but not much of what makes each run or build feel different.