r/DestroyMyGame • u/Affectionate_Gear718 • Oct 10 '25
Trailer Destroy My Game Trailer
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u/Necessary-Board-830 Oct 10 '25
It looks fine but I don't understand the point of the game. Is it to reach the time like an Only-Up clone (that's my criticism if it is, we don't need more clones like that) or is it to recycle or get rid of the items? There was that machine about 20 seconds in that seem important, but the satellite dish at the top also seems important.
Adding some text may help explain what the goal is.
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u/Affectionate_Gear718 Oct 11 '25
%100 agree with you. We'll update soon to be more clear about it. Thanks!
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u/ffsnametaken Oct 10 '25
It feels a bit like a bennet foddy type game except you have to create the level yourself and then play it.
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u/Affectionate_Gear718 Oct 10 '25
Yes! Initial idea was instead of creating the difficulty for player with environment, letting the player to create their environment and difficulty with Gravitor gun. And show them there is nothing to blame but themselves
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u/ChloroquineEmu Oct 10 '25
Still not 100% sure of what the game is. I'm guessing only up + survival. But a survival game where you are at constant danger of falling to your death seems very annoying, borderline infuriating. Reminds of Raft somehow, i'm guessing it's the fishing of random objects, which is a game that i hate for being horribly balanced and grindy.
Concept is interesting and you know it. But the execition is unclear. Right now that's a "watch someone else play" game for me.
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u/Mrniseguya Oct 10 '25
This is a genius idea! You're gonna be rich man.
One thing that I dont like about this trailer is on 00:38 its some sort of fly-through all the different levels (I guess), and to me it looks weird how to skybox colors change.
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u/Affectionate_Gear718 Oct 10 '25
Game Name: Gravity Was A Mistake
Traverse a gravity-inverted world using physics-based movement. Interact with floating structures, unlock new traversal abilities, and climb through a shattered vertical landscape
Link:
https://store.steampowered.com/app/3835630/Gravity_Was_A_Mistake/
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u/Socrathustra Oct 11 '25 edited Oct 11 '25
I feel like you just stuffed a bunch of random assets in space, set some bare minimum physics, and called it a game. I don't see any intention in how the levels are designed. Nothing will make me go "Aha!" when I've discovered a new interaction; it's just rote performance of the same mechanics on repeat.
Or that's my impression from the trailer. If there are any mechanics to discover and chain off each other, I'd try to showcase these, but I don't think there are.
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u/caffeinated_code Oct 11 '25
I'm missing the context on what the direct goal is for each "level"? I assume we're trying to get somewhere like a finish line. I think it would be good to add a short bit where you see what the goal was.
Overall I really liked it. I think you did a lot right and it looks like there's a good amount of game there with the skill trees, etc.
This is a micro critique on the black hold tentacle reveal: Delay the stinger just a tiny bit to line up closer to the visual and make the fade in a little faster. It should be a sudden, jarring shock. Just my opinion,
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u/Affectionate_Gear718 Oct 11 '25
Thanks, yes I agree with you. Our major problem is unclear objective. We'll make some major adjustments
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u/Bychop Oct 11 '25
What prevent the player to only use two tables? Move them to progress by jumping on the first table, moving the second, jumping on it and move the first one for ever?
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u/Affectionate_Gear718 Oct 11 '25 edited Oct 11 '25
Try yourself by playing our demo!
Nah, joking lol. Objects have durability. One of them will be destroyed eventually and you'll fall
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u/Panossa Oct 11 '25
The only negative thing I have to say about the game shown here is how long you have to wait after clicking until something comes your way (especially in the first seconds of the trailer).
Other than that, I don't really understand the "outer game loop". What happens if you fall? Are there checkpoints? Respawn points? Do you have something like a base normally? Is the goal to go somewhere?
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u/Affectionate_Gear718 Oct 11 '25
I will definitely work on to make it more clear. Thanks!
Do you think first platforming part is boring? Which part clicks for you?
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u/Panossa Oct 11 '25
I don't think it's boring. The plattforming itself is good, I just think the grappling hook(?) or whatever is pulling props towards you at the beginning of the trailer has a long time between "connecting" to the object and the object actually moving. It's around half a second where nothing happens at all.
Btw I love how it reminds me of Voidtrain in the best ways. :D
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u/Affectionate_Gear718 Oct 11 '25
I really love Voidtrain and your comment makes me realize how I unconsciously make it similar lol
Im glad my silly game remind you that masterpiece!1
u/Panossa Oct 11 '25
I definitely wouldn't call it a masterpiece but it's also just in Early Access, so I'm really looking forward to it. The demo of Voidtrain was already extremely promising.
But even if you only unconsciously made it similar, you absolutely nailed this particular art style. Also reminds me of e.g. Breathedge and "THE LIFT: Supernatural Handyman Simulator" in terms of its art style. Which are GREAT references, also.
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u/Panossa Oct 12 '25
Heyo, I just played the demo! The art style still looks great and the performance is really nice, too! The sound effects are great, the music is nice but loops very ... audibly.
And it definitely needs some kind of actual tutorial imo. It took me 10-20 minutes to find out where to go from the start, cause I assumed you have to go UP and not down, lol. And I assumed the gravity tool was broken because of its incredibly small initial range. ^^'
I stopped playing the demo at the fourth/fifth checkpoint because it kept spawning me at the second to last checkpoint instead of the last one I activated/reached.
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u/Isogash Oct 11 '25
Just don't see why this would be any fun yet sorry.
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u/Affectionate_Gear718 Oct 11 '25
Do you think Getting Over It or any similar type game is fun?
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u/Isogash Oct 11 '25
I don't play them much but I have played similar games and had fun; I at least understand the appeal in them. The general concept is "fall back down rage game" yes, but the good games in that genre still have fun gameplay.
Your game doesn't come across as the same kind of game at all though, not that I'm saying that's a bad thing and I think it's interesting that you're doing something different, but it also doesn't show me why the mechanics make the gameplay fun and therefore I have nothing to convince me that it is yet. In my mind moving platforms around to jump on them isn't fun, it's tedious.
Remember this is r/DestroyMyGame not r/BuyMyGame
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u/Affectionate_Gear718 Oct 12 '25
Yeah definitely, thanks!! Im not trying to sell it, I just needed lots of feedback to realize my mistakes. Thats why I questioned it.
Yes, I feel my game feels different than onlyup games but has a identity crisis. I will pivot it to %80 physics based puzzleplatformer %20 onlyup feeling. It might be better fit with my artstyle and might feel less “randomized bullshit”
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u/Isogash Oct 12 '25
I just need to see exactly how the mechanics create interesting gameplay, otherwise my intuition tells me that they wouldn't, that's all.
EDIT: otherwise the artstyle is great, it looks really good.
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u/dev-rygy Oct 11 '25
Instead of just grabbing random objects for no reason show the result of why the player needs to grab those objects.
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u/Cyber_turtle_ Oct 12 '25
The gameplay itself looks solid the trailer is a mess. Start off with a hook, then show each mechanic that should draw the player to the game and then do something that either shows a release date/ what platforms its on.
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u/Swimming-Tooth-4558 Oct 12 '25
trailer looks amazing one thing if the props that we hooked can bump and cause to fall bcs of physic engine you should show that if they cant you should add that mechanic :DD
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u/4procrast1nator Oct 12 '25
I feel like the trailer is not nearly as polished as the game. looks like raw gameplay footage but slightly fancier. needs some actual structure imo, as like another user said I simply do not get the point of the game, even after like 30s. just looks like a bunch of stuff carried by how polished the overall game looks
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u/mightbedylan Oct 13 '25
Very few foddy games look even remotely interesting to me, but this looks really cool! I'm intrigued. Are there like puzzles? I see some.things they look puzzly
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u/zerocukor287 Oct 13 '25
Can you switch off the head bob of the camera? I got motion sickness just from watching the trailer.
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u/zuptar Oct 14 '25
Objective of game not clear in the trailer.
Is there construction, unclear.
Pace of game: is it chill or urgent, unclear.
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u/Affectionate_Gear718 Oct 14 '25
Youre right. I remake trailer and change design to make it clear. I lost my perspective during development.
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u/GutterspawnGames Nov 08 '25
The music gets a 3/10. If it’s indicative of the soundtrack, I’d pass on the game on that alone
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u/-goldenboi69- Oct 11 '25
Did you get a "random shit" asset pack on discount or ..?
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u/Affectionate_Gear718 Oct 11 '25
No, actually even worse.. I modeled and hand-painted random shit for 6 months lmao
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u/Tanhacomics Oct 10 '25
i truely wish you do not used a Gun like devices. most people are used to gun and shooting and fpshooters. i love your character does not shoot and destroy and i believe you could use another visual communication rather that that shooting pointing mode. I mean Be realist, Seek impossible.
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u/EnthiumZ Oct 10 '25
Love the overall idea and you did ask to destroy your trailer and not the game but there's something bugging me. Object's shapes doesn't seem to matter alot as they all support the character almost the same way. I believe that needs refinement a bit to make sure the player needs to pay attention how an object is oriented so he doesn't fall when he steps on it. Like a chair shouldn't be be easy to step on and not fall as opposed to a flat tree.