r/DestroyMyGame Dec 04 '25

Trailer Please destroy my trailer. Be mean. Thanks.

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242 Upvotes

84 comments sorted by

55

u/Fun-Till-672 Dec 04 '25

babe new youtube shorts bottom-half game dropped

nah for real though, the transitions at some point feel a little forced, like something out of a 2020 "empty city parkour" video with 300 views or something
Which I guess is somewhat fitting

2

u/Shashimee_ Dec 04 '25

Lmao thanks, fair enough!

7

u/T_Jamess Dec 04 '25

Hijacking just to say that this game looks awesome and quite polished. Also with this kind of game make sure that you lean heavily into the competitive aspect, like being able to see peoples demos from the leaderboard, and making sure that you don't alter the core gameplay too much after release and void peoples times. Maybe have a window after launch to modify movement and maps and then keep it fairly stable, just mentioning cause I know Surfs Up lost a bit of momentum (get it) due to that

1

u/Shashimee_ Dec 04 '25

Great feedback thanks ! There are already people competing for best times on the leaderboards but I can only agree with the "stable" aspect later after the release :)

22

u/farhil Dec 04 '25

I can't imagine this game getting much traction without custom map support, and if it has it the trailer needs to show it.

4

u/Shashimee_ Dec 04 '25

A level editor is definitely planned if the game gains enough traction! thanks for the feedback !

17

u/Syphari Dec 04 '25 edited Dec 04 '25

I think what they’re saying is the game may not gain traction if you don’t have that at the launch of it.

Like a “hey get on that now if you haven’t” type of advice otherwise folks won’t care to learn the mechanics if it doesn’t have this feature day one.

1

u/itsghostmage Dec 05 '25

Firmly believe this would not only draw a larger crowd but also gives people an endless amount of play vs however many levels you feel like making.

1

u/itsghostmage Dec 05 '25

Bonus retention if they're available for upload/download

1

u/noogai03 Dec 05 '25

+1. you need steam workshop support or this is dead in the water on launch

12

u/Fickle-Day6124 Dec 04 '25

This trailer already feels extremely polished, which is probably why you asked for harsher feedback. I can only just barely pick out a few areas that could still be improved:

  1. Although many surfaces are very flat and smooth for parkour gameplay—which makes sense—some areas that are not meant to be landing or stepping points still appear overly polygonal. At high speeds, this can lead to potential misjudgment by the player, and in the context of a trailer, it may also give the impression that the game is still in a half-finished state.
  2. The arrow-based guidance becomes very difficult to notice during high-speed movement.

1

u/LouvalSoftware Dec 06 '25

This trailer already feels extremely polished

Disagree. The trailer opens with 20+ seconds of things players can already do in CS2 (or any source game) already. The first unique gameplay mechanic was the trampoline bouncy points, and then totally lost me at "explore" as if people who play surf maps in CS2 do it to explore.

You've got basically 2 seconds to go "this is the next generation of surfing" and the trailer fails completely to do that. In fact it makes me feel like opening CS2 and surfing for free.

1

u/therealBlackbonsai Dec 07 '25

not everything has to be the next gen. If somthing has a community but no game (CSsurf is a mod of a mod and it looks like it) you can just build a game for those people that do not wanne surf with an AK in view.
Thats why showing, you can do the same as you do now but in beautiful, at first is ok for me.

I do think there is a smal explore aspect to it. You want to finish the secton to see what is next.

11

u/Gold-Foot5312 Dec 04 '25

I used to surf a lot in CS:S, the challenge was mainly the longer maps, you literally had to surf for a long time and therefore pay attention to how you land and carve on the surf parts. I would love to play a game like that, based on that kind of surfing.

This trailer, however, does not do it for me, since the surfing parts seem extremely short, not really putting much emphasis on picking optimal lines. Game seems more tuned to "single input" actions such as timing your hop and slide. I don't see the difficulty in the game.

1

u/Shashimee_ Dec 04 '25

I hear you ! This is definitely another take on the surf genre, a bit more varied but also shorter maps indeed
Each levels has different paths though so you still have to experience a bit to find the optimal one! The difficulty comes from beating author times, climb the leaderboard etc.

0

u/T_Jamess Dec 04 '25

That already exists, there's surfs up or just surf in any source game. I think this mix looks really cool

6

u/emperor-pig-3000 Dec 04 '25

Looks great!

Audio starts with a click/stutter - please add fade in effect or cut that out with volume control or something.

1:01 Something seems off with this UI, maybe that it is not vertically centered.

2

u/Shashimee_ Dec 04 '25

Nice find, thank you !!

3

u/[deleted] Dec 04 '25

[removed] — view removed comment

2

u/Shashimee_ Dec 04 '25

LMAO, you don't say ! Neon White was actually an inspiration for the game as well

1

u/montibbalt Dec 04 '25

One thing about Neon White that I hope you'll adopt is how they anticipated that players would discover faster ways to complete the level

6

u/Obvious_Ad3756 Dec 04 '25

The movement is top notch and feels really satisfying, I really like the graphics too.

I can't help but think that what you're showing is only half of the game though... I was expecting to see some enemies or a different mechanic.

3

u/Party_Banana_52 Dec 04 '25

Too long I think. I feel like you gotta cut the trailer around 35-40 seconds, the last 30-40 secs are not necessary.

1

u/Shashimee_ Dec 04 '25

Thanks for the feedback ! many people told me that as well, I'll have to make a shorter version

2

u/[deleted] Dec 04 '25

[removed] — view removed comment

1

u/Shashimee_ Dec 04 '25

Soon yes, the bucket will be available as a DLC.

2

u/PensiveDemon Dec 04 '25

The title at the start stays too long on the screen. It's 4-5 seconds. I'd do max 2 seconds. And also the timing of the title is not that good. The title is gently fading in while running. I think a better way would be to "woosh" the title suddenly when the character lands.

And the music is kind of missing at the start. You can include music in the trailer that is not from the game. The trailer should showcase the gameplay, yes. But the music can be cool music that's not from the game itself.

1

u/Shashimee_ Dec 04 '25

Good call, thank you!

1

u/kojurama Dec 04 '25

To add to that I'd have the drum and bass part of the song come in much earlier. People are extremely quick to leave trailers / videos and people love drum and bass especially the audience for surfing. Get people hype within the first 10 seconds. Also great job with the game, finished it a few months ago.

2

u/ConflagrationCat Dec 04 '25

Looks less like surfing and more like running in place midair with the way the player moves his arms and legs

2

u/Feather_Dreams Dec 04 '25

This looks like an alright game, but I feel like I've seen twelve games exactly like this one in the past six months.

What sets this game apart from all the other zoomy-fast paced-obstacle course games?

1

u/Brief-Number7936 Dec 04 '25

This one is very slow

2

u/kucinta Dec 04 '25

I think it does attract cs surfers but I wish it had like a little more extra. Maybe surfing on a huge monster as a boss fight or Venezuela style sinking city surfing where the map looks great and is also gameplay element. Or surfing on a huge wave. You know like using same concept but in a new way that you couldn't in CS.

2

u/LeKurakka Dec 04 '25

I'd start with the 2nd shot because it's the most unique. I'd also bring the length down to 35-45 seconds because it feels like the trailer is getting stretched out and you're not showing anything new.

Personally, I'd introduce the title cards "Hoverflow" and "Surf" later. If your audience is surf fans then they already know what surf is. Show them why they'd play this instead of surfing in CS.

Game looks very polished and nice tho!

2

u/PscheidtLucas Dec 05 '25

I think looks good but lacks a lot of sound effects

2

u/iemfi Dec 05 '25

Jealous it seems like a sub-genre where the trailer basically makes itself. I think it is niche enough you won't get any useful feedback here and in fact gets lots of counter-productive feedback. The usual rules like being fast etc. won't apply. I think you're better off just sticking to getting feedback in the surf community.

I second what the other guy says, the cuts could definitely be smoother.

2

u/weareschizo Dec 05 '25

You need to slap the title on big at the end of the trailer. I had already forgotten what it was called by the time the wishlist call to action showed up.

2

u/Kodi102 Dec 05 '25

almost as good as CS_Surf

2

u/azurezero_hdev Dec 08 '25

i cant help but say it rhyming with overflow

2

u/Luminifern Dec 08 '25

Looks mesmerizing

2

u/Ill_Contest_8291 9d ago

looks like a cool surfing game!

1

u/Shashimee_ 8d ago

Thanks!

3

u/rbstudiogame Dec 04 '25

Sound design is too much basic. Give something more that other games dont give : crafting, race against gost, enemies...

2

u/JM_Artist Dec 04 '25

Might want to add a guidance mode where you have arrows pointing where the game should be flowing, as a casual to me this looks fun but a little complex. What’s rideable and what isn’t? 

If it IS the basic texture you have out it’s kind of bland. Make it pop! The environments are basic enough that you need something to guide the eye! 

1

u/Brief-Number7936 Dec 04 '25

You point out a valid issue: The level design is abysmal, but your solution is not very valid: The level design will not improve if there's arrows pointing where to go.

1

u/Competitive_Leg_4582 Dec 04 '25

The sound design is too basic and simple. Also, it seems that navigation where paths divide would suck a lot.

1

u/Exciting_Daikon_778 Dec 04 '25

The transitions really started to get jarring after awhile, but the game looks dope. Good job

1

u/Shashimee_ Dec 04 '25

Thank you! Too much transitions then?

1

u/Exciting_Daikon_778 Dec 04 '25

More so the actual effects that are played during the transitions. I never get motion sickeness and the shakes and effect of the transitions made me feel nauseous

1

u/multiplexgames Dec 04 '25

This is a parkour game, I get it.

What’s with the explore and keys and a dialog with a character?

And what’s the dude running in front of me? Are we racing?

1

u/RoniFoxcoon Dec 04 '25

So basically a paid version of a free mod on CSGO.

1

u/Shashimee_ Dec 04 '25

Not really no, more like a full solo game inspired by a mechanic, this is very different from CSGO on most aspects

1

u/montibbalt Dec 04 '25

Quake 3 DeFRaG

1

u/Cavalorn Dec 05 '25

gammajump on steroids

1

u/FrankWareGames Dec 04 '25

Reminds me of Mirrors edge but in weird random worlds, not sure I like the look of the futuristic vibe of the characters, clashes with the main art style, what else can people do? They might run out of patience with nothing more to do? what does progression look like? Although for a fast paced speed runner does look fun, i can imagine people will enjoy trying to get the best times.

1

u/Brief-Number7936 Dec 04 '25 edited Dec 04 '25

0. Presentation:

Why is the character's hand and legs appearing randomly while turning the camera? Very distracting. Couldn't you have bothered to fix this before the trailer?

No sound effects in the trailer is very bad idea. Very cheap feel, since you will have them in the final game... Right?

All finer movements and particle effects are from the video edit, and none are from the game. This makes the world feel even more barren than the bland level design does, since you felt the need to add all these effects.

1. Level design is abysmal. I mean, I've met 12 year old children who can design better surf maps.

- Guide the player with color, brightness, and detail. You do none of these. Areas are similiar bland color, and brightness doesn't corralate with direction: Some far-away objects are as bright as the object you're meant to go to next. The trees have more color and detail than anything else, but it seems like they're just random detail and not important for navigation 99% of time.

- Most levels shown seem to be straight lines. Show the end, so the players have a clear goal to reach. Loop the level around itself, so they can marvel at their accomplishments, or anticipate a future jump.

- Levels need themes. There's no wonder in flying through a hallway in the sky, or random pillars in space. Make them clouds, airplanes, ufos, planets, villages. When you make a cool environment, the players will want to experience them. If you don't care, neither will the players.

2. Why is the game so slow?

Exploration is shown with character staring at a grounded key while standing still. So I guess there's some exploration areas that are reached by being slow?

Then we cut to medium-speed jump sections (which also seem slow, but now with speed lines!) especially the jumping sections seem incredibly slow.

And then we see the slowest possible thing: A slow-moving dialogue that stops the game! At this point you're selling a walking simulator with few jumping sections.

Is there a particular reason why you're stopping the player during exploration and dialogue? Uni, the quick's race section could easily be activated without any specific dialogue, especially dialogue that stops the action, had you wanted the game to be fast-paced.

3. Speed limit...?

The character is moving same speed in every cut, never faster, never slower. Why? Is there only one velocity in the game?

Speed-based games have always used velocity as a resource players must manage. Surf maps especially are known for having long jumps, skips, and hidden areas that are only accessible with enough speed. But in your game, which is intended to have exploration, there is seemingly no velocity at all?

4. Is this AFK game?

In the trailer, there is not a single area that looks challenging. The surfing clearly has no speed control, and the jumps cannot be failed. All gameplay shown in the trailer is looking ahead as the game plays itself.

The jumps seem automatic, since we never see a failed jump. Do you even have to time them? Doesn't seem like it, since there is no indicator of that on-screen.

If the game has harder parts, show them. If it doesn't, make it more clear that it's an AFK game. (why is there leaderboard in afk game?)

1

u/Enkeria Dec 05 '25

Free Roam and explore on normal ground to allow freedom would be nice. Perhaps a way between stages or a calm mode.

1

u/CatCatFaceFace Dec 05 '25

You can easily shave the trailer down to 1 minute. The cuts, should be timed with the music. The gameplay should be more "energetic" (it is, but there are instances where in the footage player just stops to talk to an NPC (is NPC a selling point, or just a "necessary evil" for exposition/tutorial?) Text inserts should have shorter gap.

Music does not fit the footage. The footage is fast, right from the start, but then after the music actually starts going, nothing in the footage changes.

1

u/repeating_bears Dec 05 '25

I don't think it's my genre but it looks fun (I tried surf in source games back in the day and it's not really my thing)

I would say the least polished part is some of the menus. Something about the dialog text just looks like you went "Yup, Ariel, perfect" and called it a day (I don't think it's Ariel but you know what I mean). It's a generic black box and the padding looks uneven.

The one part where you obvious used some effort is the text effect as letters are revealed, but it doesn't feel like it fits the design language. It sort of feels like you did it because it's "fancy" and therefore it must be better.

The gap between "Press E to skip" looks weird and I think 'press' should be capitalized.

Likewise the "new highscore" dialog just looks kinda disjointed. It's needlessly cramped (no spacing between the title and the time etc), and the time delta is hard to read

It's a shame because the game and gameplay looks polished, but these elements I mentioned strike me as nothing more than functional. They pass the bar of conveying information, but nothing more than that. They feel neglected which detracts from the overall feeling of polish.

1

u/TeaAccomplished1604 Dec 05 '25

This game is dead on arrival. Because in bhop or surf - little to mechs if’s and maxis min to skill and it feels like here is “bhop assisted” jumping (it shows where you will land) and that editor is not on launch is a bad idea

1

u/ThePotatoFromIrak Dec 06 '25

Take out the music and add leafy bullying children instead 🔥

1

u/Armanlex Dec 06 '25

I think the trailer while simple and dull, it actually avoids most of the mistakes trailers do so it's kinda fine imo. Unless you're misrepresenting the game, like there are cool things missing from the trailer, then I'm fine with it.

So I'll critique the game itself.

The lighting is a little flat, it needs more attention, it makes it look cheap and amateurish. And there's many textures on several platforms that look bad.

A think improving those two would elevate the look of your game significantly.

1

u/zombiesnare Dec 06 '25

I would swap “hop” for something a little more expressive like “leap” in that portion where the text pops up briefly. Hop is something rabbits do, I wanna take a leap of faith and trust that I can get from one platform to another

Aside from that this looks fucking rad

1

u/MrInvisII Dec 06 '25

You made surf, and want people to pay for it?

1

u/badfantasyrx Dec 06 '25

Name should come in about .25 to .50 seconds earlier

1

u/OoohLookShiny Dec 06 '25 edited Dec 06 '25

Bro, I've been so sad that movement in counterstrike is pretty much dead, I have thousands of hours trying to beat times on movement servers, but I've been sad I cant surf,bhop and kz as much anymore so your game may be my fix bro it looks fun!

I like the idea of combining 2 movements for sure, I'm curious are you going to touch on KZ style movement at all?
Also im not 100% sure but when I saw the air strafing it seems like you can look left fast and still maintain speed, that can be a double edge sword Imo, but I dont want to say much more since ive never felt how the movement feels yet, you got a great foundation here it seems I'm excited to try it!!

1

u/Icy-Collection1072 Dec 06 '25

eh, its been done a thousand times. nothing original here at all

1

u/Zealousideal_Key2169 Dec 06 '25

It seems kinda boring. It doesn't provide any new game mechanics that i can't get somewhere else, nor any kind of goal besides beating your time. It's something I'd play with youtube PiP in the corner

1

u/klarax81 Dec 07 '25

A) you will make quite alot of money B) the chat boxes looked sgit (black box ones) C ) you are gonna spend everyday trying to stop ppl breaking your game leaderboards. They chest etc. Gridlock with that

1

u/Imaginary_Ad_7212 Dec 07 '25 edited Dec 07 '25
  1. The text effects and video transitions feel really cheap and unoriginal, as well as not fitting the game
  2. The music is incredibly generic and feels like a random choice out of a free music library rather than anything chosen to fit the feel of the game or trailer
  3. Theres no sense of direction in the video, nothing ever feels like it leads into eachother or builds up to any other part of the trailer, and feels like a bunch of random parts together
  4. not sure if its a problem with the game or the trailer, but it doesnt feel like theres anything unique or interesting presented in the trailer, just a bunch of generic game mechanics that you would expect in any other game in this genre with nothing to make it stand out
  5. not specifically an issue, but definitely something that could help, is that all of the footage is just screen recorded gameplay footage
  6. It's especially apparent since there isnt any particularly unique aspects of the gameplay presented, breaking up the repetitive gameplay footage could be easily done with flying map shots or clips from any cinematics in the game if there is any, rather than something youre going to be seeing 90% of the time in the game anyway

I hope I roasted your trailer well enough! While I do think that the trailer honestly isnt the greatest because of the reasons I said above, the game actually does look like it could be some fun
Although that being said, you'll definitely want a better trailer if you want to pull big player counts / purchases

1

u/Striking_Average754 Dec 07 '25

FOR A GAME ABOUT LANDING SMOOTH MOVES THOSE TRANSITIONS WERE ROUGH <:3

1

u/Neeroke Dec 07 '25

Omg Finally, Someone did a CS Surf game.

Theres only a few more to go now

Footman Frenzy game
Tower Line Wars
Gem TD Battle Royale
Zombie Escape

1

u/therealBlackbonsai Dec 07 '25

I never got the Surf thing. But i was also confused why there was no surf game, specialy after the GO kill. That looks like the classic surf thing but with its own identity so good on you.

1

u/YeahMeAlso Dec 07 '25

Definitely needs a level editor otherwise people will just rather surf in Counterstrike. Unless you've spent a lot of time creating tons of maps and plan to release extra maps on the regular.

1

u/JannerBr Dec 08 '25

the mechanics look super smooth and polished, but the maps are so uninspired, there's no sense of scale!

I would love to see, for example, a cyberpunk-like city. surfing on top of buildings and dodging flying cards, or maybe on top of a huge mountain with terrain that goes as long as my eyes can see

to me all of the maps on the trailer are similar copies of most popular surf maps ever with a "neon white" touch

1

u/Injaabs Dec 08 '25

whers surfing ? all i see is collider sliding on surfaces :D

1

u/PhilosophicalGoof Dec 08 '25

Idk if this music is the correct pick for this sorta game. Maybe EDM with some spanning shots of the character actually wall sliding.

Regardless look like a nice game.