Greetings, again everyone.

I need some help with my game again, however, not a play testing or voting. This time, I need you guys to see what I can improve on my trailer making, description writing, and screenshotting. (I'm bad at explaining things) Because right now, the problem lies in the first look of the game, which may not explain correctly for those who never played my game.

Please don't redirect me to watch other game. as I mostly enjoy and interesting on pure gameplay video, so I just can't understand the first impression video. Hiring is my last reason, though.

Some of you might remember me, I'm making Xenocrystalloid: The Eradications, and post a few time here.

I don't need the Greenlight vote.

Because I'll take it down sometimes in the future for a fresh start...

First, check out my Greenlight page for current Trailer and descriptions.
Greenlight Page

Then, tell me what you think, from looking the trailer and after reading the description. Or a game you think it is like. (First Impression)
After that, read my gameplay below if what you think before matched my player-style-description.

Aside from trailer and description. The HUD and Title name do need changing (Well, too complex to some, too long to remember).

About the game, I need to explain the goal, in player language style. (I hope I don't make thing even more confuse).

  • (In short overview) A progressive roguelite gameplay, based on the game mode (current one is survival-exploration-objective based).
  • The player chooses a character, fill up a party with NPC Mercenary or Players in Multiplayer, select game mode, difficulty, and region type.
  • In the current game mode, the game will randomly choose the area from a pool of selected region type (this means grass region will only have grass area), connected with a travel point in room style. (Think Dungeon that separated in room with a door, except this take place in overworld) Each room will have a barrier and a crystal and other things like chest, artifact, a trader in it.
  • The player needs to find two things in the game, An artifact, and a large crystal. (Comparable to a key, and a stair) Which may not in the current area, therefore, need to explore the other area.
  • Disabling a barrier will start the 'death arena' sequence, which will periodically spawn enemy while you have to do an objective. (like stay in destinated area, pick up object, etc) After that, the enemy will stop spawn and a barrier will be gone.
  • What you do in the game will make the game more difficult. (traveling, disabling a barrier, pick artifact, etc) It's like harder by time, but allows you to AFK and rest between room.
  • Once player destroys a large crystal (required artifact), players will return to the menu, and choose to chain another round for more bonus, or restart to get a point and a permanent EXP. (How far you can go stuff)
  • If lose or ending the game, the player will lose current inventory, in-game level, and a round-chaining bonus but you have a choice to move the picked item to the vault for the next time for a price. (Softcore/Mediumcore rather than hardcore permanent death roguelike)
  • Points reward for playing is used to unlock new stuff. (Characters, ability, perk, equipment, etc)
  • Average playtimes per round are about 0.30-1.30 hours, depends on how rush you find the artifact and a large crystal.

There will be a new game mode that may not play like above, except the win/lose reward and randomization. (Like Story mode, and monster hunter-ish mode)

I appreciated your time reading and helping me out.

And The GA, from the bundle, though, more might come.
Towerfall
Lethal League

8 years ago*

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Bump

8 years ago
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I really don't know if i can help you, but I am bumping this so other people see it!

8 years ago
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Well, even a small confusion in current descriptions help too.

8 years ago
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Im afraid the only way I can help you is sending this up :(

8 years ago
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So... nothing? I hope someone can tell me what's wrong, in player perspective, so I can improve it the right way. :(

8 years ago
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You made this game with Unity?
Looks cool! I'm not good at English, but I could tell you my thinking as my best :/
I think your terrain can be more complicated. It may be more beautiful.
You can screenshot more characters close-up.
Ah ...
I always think of art.

View attached image.
8 years ago
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I used Esenthel Engine not Unity.
So, more work on terrain, and shot closer to the character... from the front or behind like current one?
I really never care much with visual, I think I'll add more props into it.
Thank you.

PS: Nice image :D

8 years ago
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gotta bump this :c but sorry my knowledge for this = potato :c

8 years ago
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I think my OP and title are way to open and technical? So I changed my question to what you feel after seeing the trailer and read the description before reading my overall gameplay goal, and see if what you think (first impression) matched what I need to show.

8 years ago
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Howdy. First off I'm in "Editor Mode" so I'm going to be blunt and direct. Please don't take offense or take it personally.

Watching the video without reading anything

  • It looks like every other indie action RPG in existence. Up until the end with the dancing (which I found amusing) it was basically the same footage with different background for a minute.
  • The small "video" for your game image... The one with the character flame throwing a bunch of stuff is much more interesting than the gameplay video.
  • Based on the gameplay video my impression is you are going to run around randomly hitting things. You need to showcase what makes it more than another generic action RPG.

There are a lot of indie games out there... Most of them look more or less the same... The key thing you need to do is sell your story and whats different. Your video should be a movie trailer of sorts... (you can have straight gameplay videos later)

If you have any cool cinematic, start a trailer with that. Bonus if its the starting cinematic of your game.
Image you are announcing a movie...
"Spread across multiple worlds..." (briefly show different backgrounds and settings)
"Gather your party" or "You and # friends" (briefly show party grouping screen, show various sample characters and visually cool abilities)
"Search for powerful artifacts" (show images of what motivates you to play... The artifacts based on your example above)
"Do you have what it takes?" or some other generic "challenge" type of comment... This is also your chance to show off other neat visual effects.
"Unlock powerful gear / blah blah" Tell people what they get from playing...
"Support us on Green light" end the video with some sort of call to action.

I know I'm not explaining it well above... I'm distracted at work.
They key points for a trailer are to give small doses of things which look cool.
I'm sure you've seen some movie previews where they literally show all the good parts of the movie.
Don't show anything which comes across as filler... Nothing which doesn't somehow say how great your game is.

If I had more time I'd throw together a proper sample script for you, but sadly I do not.
Good luck.

8 years ago
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I never find these being blunt, it's a nice tip and to know what's wrong with it. I appreciated for your explanations, so the trailer is nowhere being informative.

Well, I really didn't watch the video preview or trailer much, so it's hard for me to capture the good stuff on them, I prefer reading the description myself. I'll see if I can do what you suggested. Show the good stuff, not just gameplay...

8 years ago
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While I don't usually watch video trailer/preview. I am sure there are plenty who do. I would like to add that you can't be sure that the people are watching the video from that particular page. What if someone gives a direct link to the video, or shares it on social media (or you share it yourself :P).

I agree with ledair, your trailer is too long... I don't mean the duration of the trailer exactly, but the duration of the content you are showing is too long. (and sometimes feels like you are not showing what is being mentioned).
For example, "Explore Set of Randomized Area", you don't really have to show much of the combat here, It's okay if combat is there for that part but just show different areas (or parts of an area and maybe with short clips?).
And the treasure chests, you don't need to show the second chest for so long, just open it directly.

I just noticed that it's a gameplay trailer (my bad, although it feels like a mix of both)... well, I think you should make two videos, a trailer and a gameplay trailer. I.e. the Good Stuff and the Gameplay separately :P (Maybe this one is fine as a gameplay trailer :o)
I think the goal of the "Good Stuff" should make the viewer interested in the game just by watching it. Which would make them watch the gameplay trailer with interest and maybe read about the game too. But if they don't like, they may not watch the gameplay trailer, and evne if they do they won't have as much interest in getting to know the game.

Sorry, it's not that useful I guess :<
Also, sorry if I did not make any sense.
It's just what I think, I can be wrong you know :P

The game seems to be interesting though. :3

8 years ago
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That means they will lose out the description I wrote on that page if they only share the video and if it does not show well enough.

That also make me thinking, why I didn't make separate trailers? Overview and Gameplay. These should allow those who prefer a different thing to watch (or read) about the game.

Thank you. (:

8 years ago
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100% agree, you need Overview AND Gameplay trailers separately.

8 years ago
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I can't comment on the game as I don't really know any more than what you've posted here but the focus of the trailer at least seemed to be the combat, for which the music was totally mismatched.

8 years ago
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Too focus about combat I think. Well, I should really find a better music at least just for the trailer because the exploration-combat-ambient style doesn't seem to go well with this type of trailer.

8 years ago
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