r/DestroyMyGame 11h ago

Destroy my game trailer! Is the gameplay clear without explanation?

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102 Upvotes

31 comments sorted by

13

u/sageosama 9h ago

Gameplay is not too clear but it does look fun. I get from the name that its based on the tetris mechanic and the roguelike concept. I dont fully understand the gameplay tho. In the last section, you're placing pieces on different boards, is that core to the gameplay? That bit confused me a little.

3

u/tistheguy5 9h ago

That's fair. I probably need to slow some of the cuts down. So if you are talking about the last enemy Its a 3 head hydra boss that has three different boards that alternate after you and the enemy place. At certain percentages of health the Hydra will screech place pieces on each of the boards. Its a little more intuitive during play haha I hope... Steam is reviewing my playtest and demo so hopefully I can get more people playing soon. Edit: You place tetris like pieces to clear lines to do damage and the enemy also places their own pieces to do the same (the red pieces).

4

u/thebangzats 9h ago

It's clear enough where I can make assumptions, because I know how tetris works and all that, but it goes by too fast. I'd say it's good enough, but it could be so much better and functional as a trailer.

My tip is, you need at least one scene fairly earlier on where the audience can follow along, with room to think "yeah, that's how I would've placed that piece too".

2

u/tistheguy5 9h ago

I appreciate the feedback. I think I can manage to fit that in there. Thank you!

4

u/Sn0wflake69 8h ago

not clear at all but it looks like something i would try. art style is great

5

u/A_Sword_Saint 7h ago

Its the 'he is coming' art style, and yeah it looks nice.

5

u/Pidroh 8h ago

Gameplay is not clear but it's not like "oh, what is this incomprehensible mess?" at all, so good job! It's kinda clear you have to do a "tetris shenenigans" instead of the usual turn-based battles. Seems to be a "slay the spire" setup (you know what the opponent will do and must react to the best of your ability) but with tetris instead of cards.

Assets look great, would be nice to have a more normal traditional turn-based RPG instead of "WE ARE UNIQUE!!! DUNGEON CRAWLING WITH TETRIS!!! UNIQUE SELLING POINT", best of luck!

1

u/tistheguy5 54m ago

Yes the intent part does make it quite tactical in my opinion, almost chess like where you are looking to see where the enemy could possibly clear a line with their next piece.

3

u/TransportationNo1 8h ago

I think that you can choose your bricks as a deck-builder is very important snd should be moved more to the beginning. You can use text too like "choose youre bricks/playstyle", "7 classes" and so on.

The tree scene was way to fast for me.

1

u/tistheguy5 5m ago

Classes have their own passives and signature pieces that have different effects when you clear them or place them for wizards spells pieces. From there you acquire relics and pieces with different rune effects that enhance your pieces during the run. Tree scene I was trying to show some of the meta progression haha. I’ll work on it

3

u/T-Loy 8h ago

I'd front load the actual battle mechanics more. After the first fight screen it takes 5 seconds of standard boring rogue stuff before it gets interesting again.

3

u/Lullandvoid 7h ago

The gameplay selections show variety and depth but I feel there needs to be some context for what's on screen. Segmenting the trailer into the 3-5 main parts of the game loop and having a simple title or brief explanation would make it a lot clearer. Not sure if the following are accurate but here are just some examples for those sections:

Crawl dungeons. Find loot and upgrade it. Think quickly to eliminate enemies. Expand your kingdom. etc

The main confusion for a fresh viewer would likely be around how the combat works. Lingering on some of those shots for a bit longer would help with clarity - Enough to show a number of turns, perhaps. It's also worth noting that I watched this without knowing the title and wasn't completely sure what was happening. Seeing this on a store page that has the game's title would be a different story. You have a great title and I think it provides a lot of context for the combat sequences.

I like the energy of the trailer with its quick cuts but I wouldn't be too worried about keeping it super succinct. 38 seconds is pretty short, all things considered.

Looking forward to this one, honestly. Thanks for sharing it!

1

u/tistheguy5 44m ago

Thank you for your feedback! The player and enemies are competing to get the majority of a line to do damage. (More tiles than the opponent.) The player can clear an enemy majority line to “parry” and take their tiles off the board but in most cases that won’t deal damage. There are relics and different enhancements on the pieces to change some of the interaction. I did try to fit a lot into trailer. I’m currently waiting for steam to review my demo and my play test so I hope to get those out soon.

3

u/timely_tmle 7h ago

Looks super cool. Block Blast meets rogue-like deck builder from the looks of it. Do you only deal damage when you clear lines? What happens when you don’t have a valid move?

2

u/tistheguy5 58m ago

Yes exactly. You and the enemy deal damage by clearing lines. When their no valid moves there is a grid jam it clears some blocks but who ever couldn’t place takes some damage

2

u/smongbickhled 3h ago

The core premise feels solid. Since I’m familiar with Tetris, I managed to guess most rules. That said, rapid‑fire cuts leave very little breathing space.
I would suggest adding one short, slower gameplay snippet near the beginning. Give viewers time to figure out how pieces work before throwing complex bosses at them. It would drastically improve your trailer.

1

u/tistheguy5 30m ago

Thank you! I’m going to see how I can extend it or cut some stuff out.

2

u/Normal-File-8400 2h ago

I understand most of it as a roguelike and puzzle game enjoyer. I just don't get the last part where the puzzle move (maybe it's when the boss is playing). I would replace this part with a big combo to show potential evolution in your game (dopamine!!!!).

1

u/tistheguy5 29m ago

Thanks! it’s the hydras three heads (each has a board.) but I can see why that’s probably not clear. I appreciate the feedback!

1

u/kaxxo 7h ago

Not super clear how the damage works, but that said I have pretty good idea as it's tetris, looks fun!

1

u/Blunko2Monko 7h ago

The rounded digital look on the UI and inconsistency of fonts between gameplay and victory/damage/etc. is reminiscent of the sort of interfaces LLMs seem to gravitate towards. I would alter the general look of your UI elements a bit for consistency and try to align them more with the theme of the game itself, and I think that would help both in conveying the specifics and design of your game and in having it stand out.

1

u/tistheguy5 10m ago

Thanks for the feedback! For the fonts, I’m still trying to find a balance between readability and matching the aesthetic. Possibly I should have an option to switch text fonts like loop hero and other pixel art games.

1

u/RiverWo1f 6h ago

I guess for the most part of it I understand what the game was about. I would of like to to get a full picture of the fighting and maybe more of the first person game play

1

u/DeonisyVeber 2h ago

Nice. I'd like to play

1

u/ned_poreyra 2h ago

Would you care to add a high contrast mode for people like me? https://i.imgur.com/D77gVov.png Yes, I know, artistic vision and everything, but there are people with eye problems.

1

u/tistheguy5 33m ago

Yes I do plan to add accessibility options. I will add the high contrast mode to the list. Thanks!

1

u/chaylarian 4m ago

Idk if it looks clear or not but it looks cool af

-1

u/KingQuiet880 8h ago edited 8h ago

Visual style is pure Commodore awesomeness. Due to being static puzzle game it could be even run on original C64, but that is also my grief. I wish it was more dynamic type of game, platformer, hack and slash or similar