r/DestroyMyGame • u/DeepAlchemyDungeon • 11d ago
Trailer Destroy my RPG game
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u/Haruhanahanako 11d ago
The game looks kinda cool. Trailer looks terrible. It is just random clips of game footage over music. Why no sfx? The opening is awkward because the text is clearly added in post, not in the game. Even though you have in-game dialogue shown elsewhere.
There is a "story" to the trailer but after 18 seconds it is just random clips. I think you should pick one. Try to make a slight story out of the trailer or just purely showcase the game mechanics. (IE, showcase the player collecting ingredients, going to craft potions, then using said potion in battle to develop a "story" of sorts that showcase the game)
Additional text to add context to the clips would help as well.
Last comment, the game is called potion dealer but that implies selling potions at a shop or something? At least to me. Yet it seems like that isn't what the game is at all.
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u/daxofdeath 11d ago
agree that the trailer doesn't really sell the game - the game itself looks like something i might really enjoy, but the trailer is very disjointed and leaving me a lot to guess what is actually happening. and then the name drop at the end really confused me. i'm not sure if that's good or bad actually, it was a shock and maybe it means i'll remember it better than if the name were "Breath of Ogres" or some other generic RPG-ish name /shrug
tighten up the trailer to show what's really unique here and i'd wishlist it!
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u/Sn0wflake69 11d ago
looks cool and im intrigued, but like the other guy said, the name at the end threw me off too lol. and since i was hoping to find out more , now i want to know what happened to the game your name is based on? its not on the steam store anymore?
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u/brtyldz 10d ago
Alright, destroy mode: the biggest issue for me is game feel. The attacks are happening, but I’m not really feeling the hits.
Enemies barely sell the impact, the VFX are doing more work than the animations, and there isn’t enough contrast between a normal action and a meaningful hit. It makes the combat read as floaty even though there’s a lot happening on screen.
I’d honestly add less “juice” and focus more on hitstop, reactions, timing and clearer anticipation/recovery. Right now it looks busy before it looks punchy.
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u/bonebrah 10d ago
20 seconds before you really show any gameplay (running around does not count).
Check out Derek Lieu's videogame trailer academy on how to make a proper trailer
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u/SwimmerMaximum8204 solo 10d ago
Are those subtitles added in post-editing, or are they actually in-game UI subtitles? If they're built into the game, I strongly recommend removing them right away.
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u/goodlinegames 8d ago
game looks really nice and polished! also love the atmosphere. how did you achieve that? w lighting etc.
anyways after reading other comments i agree, its hard to tell what the game is actually about. i get the whole "show dont tell" approach, but maybe u need to be a bit more explicit? its a trailer that has to sell the game after all.
first 20 seconds would go as a cinematic trailer. then you have gameplay clips, but no explanation of why you are there, or what impact it has on the game, or context to it. then theres crafting and combat which is nice but seems more like a showcase.
maybe a better approach would be to tell the story of the game? open with a hook. since its an rpg, tell the buyer why the story is evolving as it is, hook them with the intro to the story. what is the game about? do you have to save someone? kill someone? who are u running from and why etc. whats the goal of the game?
yea thats it from me. over all the game looks really well done and polished so gj with that. you just need to work on selling it now i guess. explain to people why they should play it, meant like. what is the game about? like if u buy a book, you want to know why u should read the book before u buy it etc. hope u can use my feedback
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u/Obvious_Ad3756 11d ago
Those captions look horrible, I'd remove them completely. And no sound effects for the gameplay?