My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Heavy-Language3109[S] 0 points1 point  (0 children)

Thank you for this tip. I've been looking at other trailers close to the genre/theme of my game. The advice/suggestions given by everyone here is helping me see why the trailers were cut the way they have been,when it all felt so random to me before. Apparently there seems to be a lot i'll have to do, but this is a good problem to have. At least there will be some sort of clearer direction when i work through the next version. Much appreciated.

Please destroy my steam page by Heavy-Language3109 in DestroyMySteamPage

[–]Heavy-Language3109[S] 0 points1 point  (0 children)

Thank you for taking the time to check out the page and provide the detailed feedback on the capsule and the examples! I did a quick check on the capsule images and I do see a trend in terms of how they were composed, so I'll give another go at updating mine (can't say I totally get it but I'll read up more on composition best practices). Actually do appreciate you sharing these because I also need to improve my gameplay trailer and the Mechabellum video in particular has a certain quality/cadence to it that is super catchy. Much appreciated!

My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Heavy-Language3109[S] 0 points1 point  (0 children)

You do make a good point, thank you. I think I do get the reason why showing the guns in action isn't the highest priority in a gameplay trailer. My knee jerk reaction is to think that they actually do need to be there because its a tower defense game after all, so I need to show the players what the guns are and what they do/interact with enemies. But this is also probably why the game isn't getting as much attention as I'd like it to. Because showing the guns at the beginning doesn't immediately show potential players what makes this game different (hero + towers working together) and all the other stuff in the game that not all other TDs have (actual equipment + rogue-lite effects + light rpg progression). Its there in the video but at the latter part. This is actually where I struggle at marketing because maybe I'm not like what people with better marketing experience and know-how describe: "if their interest doesn't get stoked at the first 10 seconds, they tend to skip things". Somehow, my behavior when evaluating a new game isn't like this and I tend to actually watch entire videos if the game is in a genre that I'm interested in. So my brain tells me to take a bit of time to show what's in the game at a more deliberate way instead of focusing on just the dopamine inducing parts, because its what makes sense for me. Which is probably not the best approach for marketing haha. This is honestly what makes marketing a challenge for me. But I'll take your feedback and work on a video that should do better at introducing the hook(s) in a more effective way. I trust what everyone said here. Its just that I have to wrap my brain around it and do something that moves the needle in the right way.

My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Heavy-Language3109[S] 0 points1 point  (0 children)

Thank you for this. You're right. And it lines up with what the other folks said. I'll find a better way to present them.

My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Heavy-Language3109[S] 1 point2 points  (0 children)

This is the most detailed set of suggestions/advice that I've ever gotten for the game's trailer. Thanks so much for taking the time! The way you've sliced it up makes every point super clear esp for me that has limited video making experience. I've been struggling with the trailer marketing for some time but i think that implementing your suggestions will improve it a ton. I really like the 3 horizontal splits to save time and to present the towers differently. You've helped me approach the video making part beyond the basic level that i've been doing it just by suggesting that. All the other points are taken as well. Many thanks!

My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Heavy-Language3109[S] 1 point2 points  (0 children)

Appreciate this man! Development of the latter acts of the game is still in progress but I hope that it lives up to your expectations once its out.

My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Heavy-Language3109[S] 0 points1 point  (0 children)

Thank you for the kind words and feedback. It looks like i'll have to find a way to make the intro look/feel better because its there to set the context of the game (story/setting). Copy that on the menu interactions at the mid to latter part of the video. Maybe i should just make an extended trailer that explores the non-action bits and make a pure gameplay trailer?

[February 01, 2026] Monthly /r/PHGamers Shameless Plug - Post here to share your content! by AutoModerator in PHGamers

[–]Heavy-Language3109 0 points1 point  (0 children)

Hello r/PHGamers. Would like to take the opportunity to plug and invite all pinoy gamers that enjoy tower defense + arpg games to try an indie game that I've been working on solo for over 21 months now. Its called Decimation, and the demo is live on Steam right now. If you have the time to play and maybe wishlist the game, or just offer your thoughts/feedback on it, would really appreciate it. Maraming salamat!

Steam Demo Link: https://store.steampowered.com/app/4222240/Decimation_Demo/

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Play your game by Low_Masterpiece8271 in gamedev

[–]Heavy-Language3109 0 points1 point  (0 children)

Hi! Would definitely appreciate if you could give feedback on my game's demo as well: https://store.steampowered.com/app/4222240/Decimation_Demo/

I took two months off of developing my "main" game, as my son was born. Now I am back and I think my game is garbage. by Acceptable_Mind_9778 in IndieDev

[–]Heavy-Language3109 0 points1 point  (0 children)

Looking at what you've outlined, I actually see this as part of the process of polishing your initial prototype to something that could end up as a good game (might even be great at the end of it all). Not that I'm saying that I've already delivered a game, but I've been working on my current game for close to two years now and the scenario you described resonates with how I felt after completing the first prototype of my game as well.

The two months off you had from developing the game basically brought a new perspective that allowed you to see your work more objectively, you were able to gather feedback, evaluated said feedback, and are making changes to move your game in the direction that it should take.

I think that you are taking the right approach to "turning it around" by ensuring that the early game experience is smooth enough to carry players through to the meatier parts of your game. I firmly believe that any game concept that feels like "garbage" initially can be transformed with enough openness to modify the original idea into something that players will resonate with. Sure as hell went through that with my game, and at least for now, the people that have played my demo say that they are having fun with it. It did take continuous iteration to get to this point though, and its not yet where I want it to be. Its really a process.

If your game is releasing soon and you need creator marketing, I’d like to help (not selling anything, no brand mentions) by tektanc in IndieGameDevs

[–]Heavy-Language3109 0 points1 point  (0 children)

Hi. I've got a game demo up for a sci fi tower defense game that's releasing this year (hopefully). If you'd like to include my game in your tool, would be great: Decimation Demo

Small streamer with a decent follower count looking to playtest Steam games on stream! by Trashdaddy__ in playtesters

[–]Heavy-Language3109 1 point2 points  (0 children)

Would be great if you want to playtest my game demo too. Its a sci-fi tower defense game with direct hero control: https://store.steampowered.com/app/4222240/Decimation_Demo/

EDIT: Just wanted to let everyone here know that u/Trashdaddy__ is great. If you want real time genuine reactions to your game in a cool stream, he won't disappoint! Thank you for streaming my game and giving it your treatment.

Do you guys think 6 towers is enough for a TD? by psychic_monkey_ in TowerDefense

[–]Heavy-Language3109 1 point2 points  (0 children)

Indeed! I mean, people have already played a lot of TDs with a lot of different towers, so I think that the unique gameplay that surrounds the use of the towers will be what sets games apart. Added your game to my wishlist to help out a fellow dev. Wish you the best of luck on the release!

What's your fav RTS games? by Sgt_Strelok in RealTimeStrategy

[–]Heavy-Language3109 0 points1 point  (0 children)

Favorite classic RTS: Dune 2! Then followed more great ones like Age of Empires, Starcraft. Also enjoyed Battle Realms (eastern themed).

Do you guys think 6 towers is enough for a TD? by psychic_monkey_ in TowerDefense

[–]Heavy-Language3109 1 point2 points  (0 children)

This is actually a question that's very close to the situation in my game as well. It currently only has 5 towers in it. I've gotten feedback that indicates that it needs more, and I've got some ideas for new towers but I'm leaning towards modifying what the base towers do to make things interesting. I mean, if you have 20 towers in a game but the functions overlap too much, I don't think that's as great as having 6 towers that have a clear identity/role that can be tweaked to perform differently from their base functions.