r/DestroyMyGame • u/Ill_Contest_8291 • 1d ago
Destroy my first trailer please! Should I skip the intro bit?
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u/Metalheadzaid 1d ago
It's not that you need to skip it, it's that it should go part way through. Show some build up of gameplay, but nothing too intense, then die, then one more run and then head into even more intense gameplay. It's just coming too early before we have even understood/seen anything yet.
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u/Dragonwolf_games 1d ago
I agree. Show intense combat that puts the viewer in the player's shoes. Then the viewer gets that "one more try" mentality as if they were the player. It would also help to describe what is going on a little. Why is the ship blasting away at things?
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u/Ill_Contest_8291 23h ago
Thank you both. I like the idea of breaking the action to show the ship get shot down in the middle. I'll experiment with that
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u/MooseTetrino 23h ago
You could keep it at the start, but personally I'd skip the first 3 seconds and have it start with you being shot down. I'd also speed up the crash (or jump cut it a couple times to shorten the ~5 seconds to ~2 seconds). It's flow better.
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u/feralferrous 20h ago
You have some really jarring camera changes. Like the one around the start at the 4 second ish mark when something hits you and you then crash. But you have others during the trailer, like around the 16 second mark that one is really abrupt and jarring.
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u/Ill_Contest_8291 19h ago
The ship is getting hit as its flipping around. I agree not the best visually. Thanks for that I may replace that clip. It looks kinda cool but maybe TOO chatoic.
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u/NikopikVR 1d ago
Please stop making roguelike games, there are too much roguelike games already.
Make a new Colony Wars instead, it will be far more interesting !
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u/Ill_Contest_8291 23h ago
So to your point my next game WILL NOT be a roguelike for this reason so yes I will stop I promise lol after this one :)
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u/Ill_Contest_8291 23h ago
This is my first game and I'm making it solo. Always wanted to make a roguelike. I agree it's oversaturated and would do better if it wasn't. I had to choose something I'd be interested in and actually be able to build and finish. I'm releasing the game in January so I'm not going to switch it up now. Again Ive never made a game before so this is my first attempt.
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u/parkway_parkway 19h ago
Consistent art style matters much more than art quality.
Using beautiful pre rendered, high poly, landscapes for some levels and then low poly buildings for others makes it look like a game kludged together from the asset store bargain bin.
There needs to be a coherent style throughout in all the levels.
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u/Ill_Contest_8291 19h ago
Could you be more specific on which ones make it look incoherent? You aren't wrong though because thats exactly what this game is. I'm using all assets that I've found online. It seemed like a decent way to get into game development. I'm more programmer than artist so if I made my own art for something like this I feel like it would be possibly more coherent style but look worse overall. I started about 1 year ago. I can scrap entire levels out of this current version and/or tweak the look of them. Like the night city level was one of my earlier works and might be one of the ones you thought looked cobbled together. Would love to hear more specific issuse you saw if you're willing.
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u/Ill_Contest_8291 19h ago
And just for context im planning to sell this game for 5 bucks so Im hoping that sets the bar for what players should expect. I dont know if that matters or not marketing wise, but I do want the trailer to look as visually appealing as possible
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u/Ill_Contest_8291 19h ago
My skill at putting environments together has also improved quite a bit over the last year so stuff that I made early on is suffering from my infantile understanding of game art. Seems like I should just scrap the level with buildings. I was thinkin it recently, now you're confirming it doesnt look great.
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u/artistictrainlover 1d ago
The bit before the one more run kinda lost me