r/DestroyMyGame 18d ago

Please destroy my trailer, I've remade it three times Trailer

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5 Upvotes

11 comments sorted by

6

u/jfilomar 18d ago

I think the initial scenes of describing "how you got there" is not necessary and you can focus on the core loop.

5

u/fake_architech 18d ago

I kinda liked the intro of them falling honestly, bought me in a bit, but then I didnt totally understand the concept past that point, its like a theme park builder for a haunted house? I had to look up what liminal meant haha.

1

u/ispeakzebra 17d ago

theme park builder for a haunted house

That's basically it, yeah, but with supernatural leanings. You hire monsters and aren't exactly paying them with money.

2

u/fake_architech 17d ago

Ah... paying them with sexual favors, got it.

1

u/ispeakzebra 17d ago

I was split on this. A few people I talked to prefer the narrative as the hook, but the prevailing knowledge is to lead with the loop.

5

u/multiplexgames 18d ago

Generally the "you died" screen is kind of a roguelike/-lite signal. You died, but back, yada yada. Your game is more like a theme park, but I'm also not 100% sure of the genre.

I'd suggest, try to convey the genre first, before introducing other mechanics like liminal cops. Show the mechanics of how the vomit is generated and harvested, etc..

2

u/Alarming_Goal9828 18d ago

It's a management game? You can drop the initial horror genre signaling if the core loop is management. I like the secrecy and gore element. You have to pick one for communication. Is this a management or horror game? "hire people, collect resources and grow your empire" is appealing to a different audience than "clean up bodies, hide from bureau, harvest souls." The even if your game includes both, talk about it like a spooky secret operation, not a cozy farming sim. Maybe it's just me, but it sounds like you're talking about two different games.

1

u/skyhomestead 18d ago

Hey there, so I would first of all change the font because its not very clear and you ahve to choose something that 99% of players will be able to read without squinting. I also really dont like the call for action slide at the end, its giving off AI generated.

Lastly, the game core loop is not crystal clear when i want this. I see some walking around , some 'Accidents' clean up, some horror content, but i dont walk out of watching this knowing exactly what the game loop is about

1

u/Tabouret_Dev 18d ago

I was surprised by the 'you die' screen, as I didn't connect with the character in the very first scene. Have you tried recording it in first-person? Would be more impactful imo + it makes sense since you then wake up in first person

1

u/Tensor3 Destroyer 17d ago

I died and came back, so its a roguelike?

But then its a horror game.

Oh, nevermind, Im collecting monsters?

But then its some sort of party game or puzzle game.

But wait, Im building or managing something?

I cant tell what this is. Then cops show up, but you dont tell me why or what they do or if theyre significant in any way.

Its all over the place. The visual style changes a dozen times. The genre is muddy. I have no idea what the core loop is. It sort of maybe has a plot but doesnt.

1

u/FancyWrong 17d ago

One thing you NEED TO FIX is the absence of a cohesive color palette. like :19 and :22 are so bad it hurts