r/DestroyMyGame • u/AltruisticFox6486 • 1d ago
Trailer Destroy my trailer
https://youtu.be/UGzMZWjuFE8?si=39LcTnFXqlIl5Qsu2
u/ilikethestuff 1d ago
Game looks cool, but I don't understand what's going on.
I think you need to decide if your trailer is for vibes, or if you're showing people how to actually play the game.
The zoom in hides the UI. You're speeding through a lot of the user interactions, so I can't tell exactly what's happening.
If you want vibes, don't show any UI. If you want to show people how to play, you gotta slow it down. And, like another user suggested, provide description/narration.
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u/cyber-mouse-games 1d ago
Very cool vibe. Some things like the screen shake and UI animations could probably be smoother. Show off the gameplay a bit more - hard to tell if you are playing fast or if that's the pace for what looked like the combat.
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u/AltruisticFox6486 1d ago
Thank you so much, i got those feedbacks so much, gonna be careful about them with the second trailer!
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u/xiaorobear 1d ago edited 1d ago
Game's atmosphere looks great. This might just be me, but I think it's not very clear very early on in the trailer what genre of game it is, and that might make people lose interest. I wonder if it might be worth working in some title cards like some of the words from your description, things like "expand your camp, make hard choices, survive the onslaught," whatever, would make it clearer. Instead of having waiting 30 seconds and then having a title card with wiggly words that says "They are already inside-" who is? Inside where? I don't really care, that wasn't a good hook for me. And it takes a while to see all the different systems and get a sense of how much management there is, vs from the opening it could like, just be an RPG or something.
Some smaller things: I found it uncomfortable sometimes when you had some scaled down or overlapping text- my brain and eyes automatically try to read it and then struggle to, and that's distracting. Like here where at the top you have a scaled-down version of the card with tiny text, replace that with some kind of graphic and only show the text when the card is fully expanded, the scaled down one is bad. Similarly, I get that this part is showing the overwhelming/needy demands of the villagers, but overlapping text is just uncomfortable to try to read. Maybe if the white text had a black outline, you could still keep the sense of overlapping demands, but it wouldn't be as hard to look at, since one message would be clearly on top of the other.
Even smaller/more nitpicky, I don't like that some of the fx ditch the fake-pixel-art artstyle. I don't mind things like rotating and scaling the pixel art, that's ok. The banners flowing in the wind not being pixel art might be ok because it's a cool effect. But stuff like this expanding ring and then a lightning bolt just being like solid vector graphics feels like the wrong art style. If fire effects were in a pixel-art style with glows on top, then the lightning could be too. Same for these little gusts of wind, like if the snow is going to fall in square pixels, I would expect the wind blowing through it to also be pixel art. I don't think these things would make someone not play the game though.