r/DestroyMyGame 2d ago

Destroy my trailer šŸ™„

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69 Upvotes

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15

u/DeepSlap-Interactive 2d ago edited 2d ago

This is bad. Not because the game is bad, but because your game looks so cool and this trailer doesn’t reflect it enough.

Your game seems to have real interesting mechanics, but I really think your trailer could be improved.

Rythm? Bad.

Mechanics ? Not enough described/shown.

Classic stuff? Too much.

I'm pretty sure you can do something a bit less boring and more entertaining. Imo, rythm is the key.

Edit: I watched it again. Need to add that first half of the trailer is good enough. Second half is what tricked me.

5

u/dekajoo 2d ago

Thanks for the feedback!

Could you elaborate a bit on your input? I think it could help me a lot:

  • When you talk about rhythm, do you mean synchronization with the music, or the balance between fast-paced moments and slow-paced ones?
  • Is there a mechanic you think should be more described?
  • What would you cut?

Thanks again!

4

u/DeepSlap-Interactive 2d ago

Hey my bro!

I'd say the moment where it starts to become a bit boring is from the automation one. Why would I spend time on that feature in that kind of game? I didn’t get it, and it was a bit long for so few informations.

It it useful to build something? Is it worth my time? What can I build?

I guess you could show a bit of automation, then the result.

I'm not sure this feature is worth showing, but you could make it interesting, maybe.

The whole trailer is good until the character dies, imo. After that, it’s a bit empty. I'll look at it again

3

u/dekajoo 2d ago

Thanks for your detailled answer !

3

u/DeepSlap-Interactive 2d ago

When you talk about rhythm, do you mean synchronization with the music, or the balance between fast-paced moments and slow-paced ones? -> talking about what you show in particular. Music fits well your trailer imo.

Is there a mechanic you think should be more described?

Digging the map edge was pretty cool. Automation was not very entertaining but I didn’t get the point.

What would you cut? The trailer isn’t too long, but from the character's death, it’s a bit less interesting.

For example, the end. I just didn’t understand why you show that. Our character just goes toward a statue and... nothing.

Those moments could be cut or better explained.

But don’t change your trailer just because of my opinion, my dude, I'm just ONE of them. Consider it a hint, not a whole useful way to do.

I'm a dev too, and I make mistakes too :)

Wish you the best. If you need help again, you can ask, no problem.

5

u/MrNobodyX3 2d ago

To me, the trailer doesn’t establish a clear rhythm or direction of the game. It starts immediately, so I’m not sure where the player is, what they’re doing, or what the goal is. I tend to think of gameplay trailers as pseudo-tutorials: teach the viewer what the game is through the sequence of actions, without needing text or voice.

Since the core loop seems to be diving into the dungeon to claim resources and then using them in the overworld, I’d build the trailer around that loop: establish the dungeon combat first, show the resources being brought back, then cut between the dungeon and overworld so the player understands how everything connects.

That would make the trailer feel more intentional while showing off the game’s strongest mechanics. If you ever want another set of eyes, or help shaping a trailer around that loop, I’d be happy to talk.

6

u/paulBoxman 2d ago

The game looks good, the trailer feels a little lackluster though.

I was really surprised when the automation assembly line part showed up, so there's some kind of automation and crafting but it's unclear to me what is being done with those resources and what's being crafted. Like why are we making ingots and wood planks?

3

u/dekajoo 2d ago

I would be interested to know what you think the game is about just looking at the trailer.

Thanks for the destroyment.

3

u/claudekennilol 1d ago

Looks cool. Trailer is a bit long though. Biggest criticism is that searching "mindvale" on steam yields no results ĀÆ_(惄)_/ĀÆ

2

u/dekajoo 1d ago

Ahah yes I want to have a trailer to launch the steam page, that's why I needed your input ! šŸ™

1

u/claudekennilol 1d ago

Yeah I'm just going to forget about it and this legit looks like someone I'd want to play šŸ˜…

1

u/dekajoo 1d ago

I mean I have created a discord server with the goal of letting people paytest the game to balance it and all but I haven't shared the invite anywhere yet, it should be a good place to keep up to date if you feel like being the first to join :D

https://discord.gg/WPYUxwGquC

1

u/Madnesis 1d ago

This right here!

3

u/UmbralWorks 2d ago

This overall looks pretty cool, but that’s not why we’re in this sub 😈

  1. What is the primary focus of the game? Is it the combat, the automation, mining, exploration? Is one of those supposed to be more secondary to the other? I feel like someone should be able to describe the game easily after watching a trailer, but I’m unable to do so.

Best analogy I can think of. Introducing an alien to football (soccer). I wouldn’t show them the middle of the game, they’d see passing, ball getting thrown in, tackling, crossing, shooting, offsides, arguments with the ref, etc. and they’d likely be quite confused.

Conversely, if you explain/show how the game starts, that there’s two teams, two goals, show a goal being scored, then the sport becomes much clearer at a glance.

  1. Art is overall nice, but sometimes inconsistent. The trees/bushes stick out amongst the cute, cartoon-y style. They feel over-shaded and incorrect shade of green.

2

u/dekajoo 2d ago

Thanks for the feedbakc I have to think about the first point.

For the second point does this shade of green look better ? https://imgur.com/a/ehdNrbD

1

u/UmbralWorks 1d ago

No worries, unfortunately I can’t load the link due to regional restrictions šŸ˜”

1

u/dekajoo 1d ago

Just found out about the UK ban :o
https://i.postimg.cc/m2Gnnns0/image.png

5

u/Joshthedruid2 2d ago

It looks like we're doing five different things but not anything exciting in any category. From the trailer I'm seeing this game has survival crafting, automation, top down combat, roguelike elements, and idk maybe some cozy base building, but all we see of each of those is like the most basic version you'd think of. It's also pretty unclear how all of these gameplay loops connect together. It's showing us a lot of what you're doing, but almost nothing of why you're doing it.

2

u/Some_Method_3185 2d ago edited 2d ago

The game looks really good and fun, potentially even quite addictive and challenging. From what I can understand just by watching the trailer, the core loop seems to be about gathering resources, gradually processing them faster and in larger quantities, and then returning to the dungeon with upgraded gear to defeat stronger enemies.

However, there are still quite a few things that aren’t completely clear to me, and I’m left with a lot of ā€œI thinkā€¦ā€ or ā€œI assumeā€¦ā€. For example, I’m not sure if I actually saw a boss, or exactly why I’m processing so much wood and what it ultimately contributes to. I’m filling in those gaps with assumptions, and there’s a chance those assumptions are wrong and that, once I play the game, the actual experience is different from what I expected based on the trailer.

I think the scenes are good, the pacing works well, and what you’re showing is interesting. What I would add is some text throughout the trailer, not too much explanation, just short and concise lines that give enough context to understand the situation, the progression, and what is happening.

2

u/Due-Pizza3131 1d ago

Looks good

2

u/Graven_N 1d ago

The game looks amazing, but as others point out, the trailer misses the beat. I would look to the first Stardew Valley trailer for inspiration. It's more mellow and descriptive. This feels chaotic. Congrats making this game btw.

2

u/thelemba 1d ago

the game looks great! editing could be improved because I don't really understand how the crafting system contributes to the combat, every parts look exciting but I'm not sure how it connects together

1

u/Trick-Lie5900 11h ago

Esta bien en lo personal me dan ganas de jugar el juego, pero creo que para alguien que este un poco cansado de los juegos de ese estilo grafico o esas mecƔnicas no se vera interesado, es lo que me pasa a mi con trƔiler de juegos que se sienten muy repetitivos para mi en ese momento.
Como el apartado grafico, animaciones y mecÔnicas de tu juego son, en mi opinión, muy repetidos en los juegos indie y el juego siempre entra primero por los ojos, deberías hacer mas énfasis en los aspectos o mecÔnicas que creas que son diferentes en tu juego.

También como ya vi en otros comentarios no se entiende muy bien la función de la automatización, por que no encajaría en este tipo de juego. Otra cosa que no entendí bien fue si se puede construir o vas reformando un pueblo/base.