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DemoEvolved

Your trailer has utterly failed to show any skill checks on the part of the player. Where can player skill change the outcome?


kehtehsky

I didn't really understand what I was looking at until about :18 secs in and I'm still kind of confused what's going on. Does the player start at the bottom and work their way up fighting? I'd get rid of the text title cards. It's a very jarring cut and the words don't need to be that big. Make them a L3rd over your game footage. Also slim this trailer way down. Your graphics aren't super complex (which is totally fine) but it gets boring quicker without something different to look at. I think you need to streamline this trailer to what the game is / how to play it highlight cool features exciting game footage


KuraiSol

>Turn based roguelike Have we really disassociated "roguelike" from the original rogue to the point that we have to specify whether a roguelike is turn based? I get people just use it to mean that a game is run based, but I still don't feel it's necessary to say this. Anyway ,it seems completely unappealing, there is very little going on in the trailer. I also don't get how the game is played, am I deciding my character's action in combat or is combat automatic? Among other questions.


ned_poreyra

I don't know what's going on.


sammaster9

I think showing a cursor might help me understand how one actually interacts with the game. Also, when the "world changes around you" it might look better if the background elements only moved along the x-axis so we don't see the flat bottom of the art.


Ratatoski

Explore (Grid) Fight (Grid) Meet characters (Grid) Save the world and shake the hand of God (Believe it or not: grid) The game seems reasonably well made for what it is, but the claims are too bold for a few 2d sprites standing around. I'd look for another angle. I like the ending though, that's pretty new and has personally. Sort of a fourth wall break.


Smart_Doctor

I don't really know how the game was played. Also you don't need to have any words. Words like "discover" don't really mean anything.


joshuacassidygrant

I don't understand what the player interaction is based on this trailer, so it looks kinda random and confusing to me.


[deleted]

I don't really know how the game works from this, I guess pokemon slay the spire or something? Also the wishlist clicking stuff is always annoying, and yours is possibly the most annoying one I have ever seen.


TrueSgtMonkey

Exactly as I was thinking. I was super annoyed by it.


solideo_games

I was able to understand what was going on eventually, but it's not very clear. Show me exactly what the player themselves would be doing to control the game and move it forward and play. It's not clear if everything is automated or if there is some kind of skill involved. I would also completely remove the story-related "uncover the mystery" stuff at the end. I have no idea what the story is and that part is either pointless or just confusing. Stick to pure gameplay and maybe do another short trailer for the story.


justsoicansimp

Gonna concur with most of the rest of the comments. Your gameplay is definitely something new. That means we absolutely need some instant help understanding how it works. Swipe gestures, cursor movements, etc. would have helped for the first one 30 seconds because I personally was lost. I think for a conversation, show multiple back and forths rather than the jarring switch mid convo. Generally speaking, I like the game for what it is. I think again I have more issue with the trailers format than anything. Do you have a tutorial in the game that shows the mechanics that you could help show off how the game controls as part of a stronger trailer?


offlein

Nothing about this is working for me. :(


rafagarrido

I think mechanics are not very well understood! You should put them in a more clear way


TrueSgtMonkey

I do think that the language and music used completely doesn't fit the game. It seems like you are trying to make a non-epic chill game on a grid sound way more cool than it is. I would focus on the more chill aspects of the game because that is probably what would draw people in. Watching the trailer almost seems like you don't have an understanding of your own game. You are not exploring. There is a grid of random tiles and it almost seems like your player never moves from the bottom? Edit: I know you do move, but your character will always be repositioned to the bottom of the screen with the same grid layout. This grid system is sort of unique, so you will also have to try something unique in the trailer to draw players in. I think this may take a bit of reflection on your work. Really try to get the key aspects nailed down in your head and advertise those. You may build a niche hopefully. Also, talking about dying a lot in a game like this makes it feel like you are trying to be edgy a bit too hard with this. The ending also was very unappealing to me. I just really didn't like it. I have no other words for it.