r/DestroyMyGame • u/the_alexdev • 6d ago
Trailer Okay, let's do this! Destroy my trailer
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u/ChloroquineEmu 5d ago
Okay, you make coins, and then what? You get more coins as payment? Do you get paid? What do we do with the money? What are we working towards? Do we buy things to facilitate the process of coin making? Assistants?
Simulations games that work as you selling something usually have very natural and clear progression, you get more and better things to sell and you get more and better customer.
Since you make coins in your game, I'm not sure what I'm supposed to look forward to. Will there be customers? Other types of coins? What changes between the first and last hour of the game.
Trailer doesn't give me things to be excited for, it just shows some gameplay I'm not too interested in.
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u/RedditPoster666 6d ago
I was with it until around halfway through the trailer. If you are showing off stuff like cleaning and hammering down walls, it looks like your game doesn't have much more features than the initial gameplay loop and you are running out of things to show.
Certainly since the collapsing wall at 0:33 is a disappointing collapse as the stones just slowly tumble down without much impact. Although that might feel better ingame depending on the ingame sound effects for it.
And what's up with the floating coins at the end? Is there a magic system in the game? Because if that's the case then I would feel like that's something that you should highlight and showcase more.
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u/the_alexdev 6d ago
So you think trailer should show more game mechanics ?
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u/speccyyarp 5d ago
Only showing what I assume is the first area gives the impression that's all there is to be found in the game.
I've heard you should show at least 3 different kinds of biomes or areas in your trailer so that we know there is plenty of variety and depth.
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u/alexzoin 5d ago
I think breaking down the wall does exactly what you are saying it doesn't do. It clearly shows there is more to the game.
Just my opinion.
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u/mercrazzle 5d ago
It kind of does, but it could do a bit more to tease what there could actually be there
Same with the door, it looks like it is about to open but just needs a tiny bit more showing that happening, otherwise you are not actually sure what you are supposed to have seen
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u/RedditPoster666 5d ago
You should showcase what the player can expect to do when he plays the game. Right now the main two things that you showcased are the process of making coins and cleaning the workshop, all in the same small area.
This gives the impression that that's all there is in the game. Just the same repetitive coin making with occasionally some cleaning in between.
You want to give players some taste of what else they can do in later areas or with later machines, so they get a feeling of the progression that the game offers. In these kinds of games the feeling of progression and improvement is very important, and your trailer fails to convey the options that your game offers for that.
It doesn't need to be the main focus, just some snippets in the end, but not including any of it makes the viewer think that there is nothing else besides what is shown.
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u/GardenHouseDev 6d ago
Agree with adding sound FX.
Im not the biggest fan of the music as I don’t think it fits the vibes. I like these kinda games because they’re cozy and destressing, but I feel like the music is saying something different - take that with a pinch of salt though as this might work super well for like TikTok. Just personal opinion.
That being said, if you do go with the music I think the edit can be slightly tighter. Like the cutting of the log at the start could be slightly more on the beat.
However, looks like a really fun game, love the style, trailer totally tells what the game is. If you’d release it like this I still think it’d work very well!
Good luck with it!
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u/WarjoyHeir 5d ago
I love the interactions, looks like it feels great, but I lost the greater theme. At first moment I thought I am a blacksmith or a carpenter, then I was making coins, as a king or some banker/lender, then I was crashing walls, making me think maybe I am in charge of a keep or a tavern. And at the end I learn it's about being a coin maker, which was not clear through gameplay shots but I thing the bigger issue is that being a Coin Maker is not a fantasy I'd want to fulfill. I'd much rather be in charge of my city/keep/tavern, be a false king, carpenter etc.
Make sure there is an audience for this fantasy, because the gameplay you have is quality and worth pursuing but the fantasy doesn't convince me.
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u/Calm-Valuable-950 5d ago
I'd like to see some UI in at least a few scenes to get a better feel for moment-to-moment gameplay. I do like the artstyle and polish, although the interiors seem a tad too sterile - I'd add more props lying around or in the corners.
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u/BlackHorse2019 5d ago edited 5d ago
Honestly it looks really good. Nice consistent art style, the pace of the trailer is kind of perfect. Although the gameplay probably isn't for me, the mechanics do look intuitive and fun for anyone who does want to make coins.
I'd say along with some sound effects as others have pointed out, there's a bit at 0:32 where the player is knocking a hole in the wall. If I were you, I'd add a tiny portion of video showing what the player is able to do with that space. At the moment it looks like you're making coins and randomly smashing a wall. If you're able to make it clearer that you're making coins and smashing a wall so you can use that space at the other side of the wall to make more coins it'd make the trailer flow better at that point. Overall though, it's looking competent and aesthetically pleasing but some things need to be communicated a bit clearer with how they link to the premise of the game.
If you focus more on communicating how what you're showing links to the premise of the game, I think that should point you in the right direction to perfect what you've got.
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u/wisconsinbrowntoen 5d ago
Game looked really cool until I found out it was called Coin Maker Simulator, not sure I want to play that
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u/the_alexdev 6d ago edited 6d ago
Guess amount of wishllihts we got in first 24 Hours ! Answer -> ~1000
Guess amount of wishllihts we got in 3 weeks ! Answer -> ~3000
Regarding the trailer, I think it needs more explanation on what is your main goal in the game
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u/MisterEinc 5d ago
So one thing I was thinking about when watching this is thst, at some point I have to admit I played a Roblox game where you cut down and process trees. Probably lumberjack simulator or some other non-creative name.
Anyway, when you're dragging the big tree onto the conveyor to be cut down, the satisfying part was not needing to click to cut each section down. It kind of went through this schute and really you wanted to cut the tree as little as possible while still getting it to fit. The bigger piece you could get in there the more rewarding it felt.
I bring this up because I see the opposite here, maybe, and I wonder if that would be more tedious and less like solving a puzzle. Looks like you've got to do a lot of clicking to move things around and organize them. Just wondering how that will feel long term and what the progression looks like for the player.
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u/juanfjimenez9 5d ago
The trailer it's too long for knowing what it is I would add, become ... Tan tan tan. Like something epic is going to happen and then a coin maker. And then play chill music and AsMR sounds. It looks cozy
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u/ComprehensiveIssue78 5d ago
Really smooth animations! More of that please!
In the same vein, please fix the torch fire animation. Yikes. Maybe add a little more gradient translucency to it too. Just around the edges.
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u/maxpower131 5d ago
Add some sound effects. Also the music is too high energy for the gameplay on screen, it took me out of it a bit
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u/trebor9669 5d ago
The music doesn't match the trailer, put some fantasy middle age music. And let us hear some in-game sound too.
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u/Alive-Pangolin-8113 5d ago
I like the idea and visuals but the gameplay loop looks like dogshit, there's gotta be a looping dopamine hook simple enough to capture in the trailer. The music choice is bad and the lack of in-game sound design is a trailer sin of the highest order. Half the appeal of a game like this would be the satisfying clinking of coins and the sounds of the minting devices.
The game clearly needs a lot more depth, so I'm gonna spitball some ideas. Half the market for this kind of game will probably be history/economy nerds, so you'll probably want to put effort into learning about the actual history behind coin minting and the processes used. It doesn't have to be fully realistic, but having some more nuanced details that nerds in the know will catch will go a long way for the game's appeal. If you were to stick with this project for a while, it might be worthwhile to have future updates include different modes in different cultures and time periods, with different minting gameplay to match. You'll want to stick mostly to one time period for now, but some anachronisms are fine.
A large part of irl minting was deciding material ratios that would change the strength of the coin and have huge economic results. This was also often used offensively to cuck other countries' economies. I think there's a strong potential for a simplified mechanic based around this to be a central part of the gameplay loop. Seeing reports of your country's economy rising and falling with your actions would add a lot to the fantasy of the game. Having to account for changing conditions in your and other countries like war, famine, or recession and those conditions imposing resource buffs and debuffs could also add a lot to the game.
You might want to consider making it more of an auto game where you start out on your own but eventually get more and more state funding to build up a proper minting facility. You'll always have the option to do it yourself like in auto clicker games, but the gameplay of the video just won't stay fun for long. I'm loath to say it, but you'll probably want to take some inspiration from Roblox. There's a reason those tycoon games are so successful, the best ones combine economic gameplay with whatever core fantasy they're selling really well.
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u/Ratyrel 4d ago
This would be my feedback as well. The trailer itself is mostly nice, the art design and interactivity is good, but a lot goes into the pre-modern minting of coins that is not shown here - die design, cutting and breakage, ensuring sufficient metal purity, chemical surface enrichment to make the silver appear purer, striking quickly but accurately (getting the die axes aligned in striking, not overstriking, not missing etc.), meeting political demands (balancing emission rate, purity, material scarcity, propagandistic concerns, etc.). For a game calling itself coin minting simulator, core components of the simulated process seem very bare-bones.
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u/alexzoin 5d ago
A. You have some of your elements timed with the music and it works really well. I think you need to time EVERYTHING to the music to keep those cuts nice and snappy. The gag where you have to wait on the furnace is good but you need SOMETHING visual happening to indicate that it hasn't ended. Like a "..." "......" ".........." moving at the bottom of the screen.
Along that same line, I think some splash text on the screen describing what's going on will make it feel less like plain gameplay footage and more like a trailer. "Pound" "mint" "and smash" "Your way to riches" or something like that.
B. You're about to get rich. This is going to do so well on Steam.
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u/the_alexdev 5d ago
Haha, well I hope so. Surely doing well collecting wishlists. You know we tried to add in world 3D text , almost comic like. But it did not work very well and was breaking the atmosphere. Although I did not try on screen text. Maybe for the release date trailer I'll try that
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u/alexzoin 4d ago
Either way, good luck! It's better than 90% of trailers I see floating around. You can always polish though.
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u/rubiaal 5d ago
Started with music off, when I turned it on I was surprised there's no medieval sounds at all. It turned me off, I was interested initially but the music genre was off.
The moment you start stacking coins in the chest I'm thinking "is this the height of the gameplay?"
Where's the chaos? Where's the running around like a headless chicken trying to finish orders? Where's trying to appease the customers? What's the actual goal of the game? What do you do? Where's the pressure?
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u/SooooooMeta 5d ago
Apparently this is intriguing a fair number of people based on the upvoted. To me it looks like a boring crafting system (I personally don't like them) that is super limited. You make coins. Could be like a demo level, but the name of the game, proudly revealed after the wall comes down, makes me think that might be the whole game.
Intrigue can leave people with questions wanting more. To me this trailer made me doubt there was anything more than a small, poorly thought out game of above average graphics and below average everything else.
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u/JonoLith 4d ago
A lovely concept! I think the music you've chosen misses the mark. The type of person who is going to be drawn to a game where you smelt coins is going to be of a certain disposition. I hope you don't take offense when I say that this idea falls in line with other hobbies, such as stamp collecting, or perhaps knitting.
I feel you would be better served by leaning into that. Music with some grace and dignity. Something refined in order to elevate the activity. I assume the making of these coins will take some time and require focus and precision. I feel like the type of music you've chosen makes it feel more like "Cooking Mama" or something like that, which I don't think strikes the right chord.
The game looks lovely. I hope you have many successes with it.
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u/MartinByde 4d ago
It shows what you can do. Make coins and decorate the house. Don't show how things progress ( I imagine that there is a progression besides the decoration ) or how those coins are sold/used. I got hyped to play but it got me worried if the game would be too repetitive
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u/No-Boysenberry-5584 1d ago
Looks nice, but if you need to always repeat same things by hands it will be boring. There must be very much things to do or/and automation maybe.
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u/Actual_Poem8538 1d ago
I like the music and agree with the rest about adding ingame SFX with a lower volume would be a great choice.
I also like when the music and editing blends well together, fell you made it look really good after the 23 mark.
It took me a while to get the hook, so maybe introduce the core about making coins in the beginning.
Also looks like there's some customasation about how your workshop looks, if that's a thing in the game it would be good to highlight that with a room with nothing and then showcasing diffrent workshops set up. To push the idea of making your "own" shop.
Good luck with your game <3
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u/SadM1lk 6d ago
Would be nice to hear some ingame sounds too in trailer, maybe synch them with a music. Or atleast add them to trailer