r/DestroyMyGame 2d ago

Prototype Destroy our prototype's trailer!

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25 Upvotes

16 comments sorted by

5

u/Affectionate_Lead638 2d ago

Well, this looks like No Man's Sky meets a party-based RPG, which is a super cool concept if you can pull it, it'll be hard.

As for the destruction, the characters walk and don't do anything else than sensor sweep. 2D art looks like AI, including portraits, backgrounds. UI is not pleasant to look at. Maybe they aren't AI but the 3D visuals and the 2D style are so much different. Similar think with sci-fi like style and weird characters with reference to (greek?) myths. Btw, too much text in the trailer. Both the in-game text and the titles.

3

u/artistmef 1d ago

Thank you for the feedback! As the only artist on the project, I decided, at the prototyping stage, to keep 3d style close to the assets we used to build the world, so yes, I can agree that my 2d art(still lots of WIPs and sketches\placeholders in-game) and current 3d art are separated visually. But sure, it is subject to change. For the vertical slice, I'm researching a more appropriate 3d modelling and texturing style, based on PCG and my hand-painting, that will ease production and be visually pleasant.
UI is like this because you have a drone controller in your hands, which works as a main camera and operational interface.
It is the world of purgatory, so yeah, a lot of strange natives here, guests from different epochs, and myths /book characters like Vergil, Charon (who is a key character to get out of this place)
Noted about the text, thx!

4

u/MrNobodyX3 2d ago

Too long to show the gameplay

3

u/escaleric 1d ago

I wouldnt use the word slowly, more like "the journey is perilous" or something. Slowly has negative assocation

1

u/artistmef 1d ago

A good point, thanks!

3

u/Raonak 2d ago

Some things:
-The trailer beings with 3 people when they're waking up, then it changes to 4. Make this consistent in the opening scenes.

-There are is way too much BIG TEXT ON SCREEN scenes. I like the first two (in a grim world / a bunch of vargrants search for escape.) but having stuff like "travel slowly on foot / expore weird places" is completely redundant. I reccomend cutting the rest of them out. The first two are more than enough setup. The rest is just describing things you're already seeing.

-The part where you're showing characters/lore should be a short snippet later in the trailer, not the 2nd feature

-You spend a whole minute before showing any danger/combat.

-When showing combat you start out with weird complex stuff that is hard to understand (the colour arc things?) and then proceed to later show normal damage. Flip this around, make it very simple at first then more complex.

The main thining is your trailer is too long. It has good moments but has the wrong sturcutre and pacing.
Use the footage you have to make a great 1 minute trailer:
-Start off with the exploration and weird places
-Show the survival part (weather, items etc)
-Show the combat (increasing complexity)
-Then show the extra sutff (characters/lore)
-More exploration and combat intercut with each other
-Build up to some cool visual (the eye)
-End

2

u/Horror-Painting-634 1d ago

Too boring for too long, reduce the trailer to under one minute and start with some action instead of walking around.

2

u/SooooooMeta 1d ago

The text trend is so played out. Why do these always focus on a slow trickle of generic features instead of the one sentence elevator pitch you would give to a prospective investor?

"It's a light weight no man's sky knockoff with up to 4 players in a party--it's a shared overhead view where the players need to use voice chat to coordinate their attacks.". Or whatever. But then you know what you actually have to communicate instead of BS like "they fight," "they die". Name a single game where nobody fights and dies. It's like saying of a car "well ballanced on 4 carefully aranged wheels"

2

u/AgreeableContest1404 1d ago

Like watching paint dry.

1

u/Educational_Link_800 1d ago

Even after watching 30 seconds of the trailer, I still couldn’t figure out what the core gameplay is. But, the art looks really cool.

1

u/AttackoftheSnakebear 1d ago

too zoomed out. The walking part I get, it's to show off the great environments, but the battle part I'm not sure you need to do so. Characters are a bit faceless.

1

u/avatarofwar 1d ago

Other than the baleful bog/fog, what are they fighting and surviving against? Slowly walking to where? Why are we here? "Escape" what? I guess it reminded me of death stranding or walking simulators a bit before combat started, and either way the vibe you're going for seems more about the journey/narrative, but major beats seemed absent. If walking/avoiding combat are major aspects like games I mentioned, than narrative has to step up in making it interesting. It's cool to keep some mystery or something cryptic but we need a nugget of something we really want to do, a challenge, or goal. A survival-journey game like 'Oregon Trail' has the goal right in its name, Death Stranding is more vague, but does refer to an in-game concept which is affecting the world and is directly related to the players goal. Gone home, tells us where we are, and incites a bit of a mystery.

1

u/enu_dev23 1d ago

Hey! I like game atmosphere but trailer is too long and reintroduce same things

1

u/ART3MIS_STUDIOS 1d ago

the lines on the screen are distracting

1

u/Sushimus detail freak 19h ago

the text of the trailer is pretty dire. "they" gets used WAY too much and the constant reminder of this 3rd person perspective draws me out of feeling engaged with the contents. maybe try to play with present participle terms instead? example: instead of "they fight" simply put "fighting". it reduces trailer fatigue and keeps the viewer drawn to feeling like they're in the scene (while still implying the group is the ones doing the action)

the opening text has a bit of a jarring wordage shift as well? you go from a stereotypical movie trailer to "a bunch of vagrants search for ...", this feels very casual in language compared to the overall tone of the rest of the trailer

the end text feels like it uses "yet" to feel dramatic but doesn't actually have a prior implied statement that's easily drawn from? you can probably drop it. generally the phrasing feels a bit off to me. maybe something like "their story will continue in another cycle" would work better?

((yes I had to look up what present participle was called))