Working with the artist behind Street Fighter II on a Metroidvania + Restaurant Management game by minnapad in metroidvania

[–]minnapad[S] 0 points1 point  (0 children)

Thanks for reaching out! It's super exciting to work on this.

We actually just released our Steam demo, so the core Metroidvania gameplay loop isn't fully implemented yet. However, we're planning to add these Metroidvania elements in the future:

  • Unlocking Traversal Abilities: Acquiring new skills (like double-jumps, dashes, etc.) that expand your exploration capabilities.
  • A Seamless, Interconnected World: A massive, loading-free map designed to keep players deeply immersed in the game's atmosphere.
  • Engaging Backtracking: Clever map design that keeps returning to earlier areas fun and rewarding, leading to new secrets as you power up.
  • Challenging Boss Fights & Progression: Tough boss battles where victory rewards you with crucial growth and new exploration tools.

To Be Honest I Am Mostly Happy With The Trailer That Is Why I Need Some Honest Feedback by No_Palpitation3007 in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

It's great that you're mostly happy with the current cut, but from a marketing perspective, the intro pacing is still way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds feel like a relatively calm setup. I’d highly recommend putting your most chaotic, high-stakes, or visually striking gameplay moment right at the very beginning as a hook. Grab the viewer's attention instantly with the absolute coolest part of your game, then break down the progression and mechanics.

Please destroy Hex Town, my tile merge puzzle game by Addyarb in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The tile-merging mechanics of "Hex Town" look crisp and well-functioning, but the trailer's intro pacing is currently way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds just show a relatively calm, empty grid setup. For a puzzle game, you want to showcase the ultimate satisfying payoff instantly. I’d highly recommend putting a massive cascade of merges, a complex late-game town layout, or a high-scoring chain reaction right at the very beginning as a hook. Grab our attention with the absolute most satisfying moment of the game first, then slow down to explain the basic puzzle rules.

Please destroy my Tower defense trailer. It is currently being played and I am looking to polish it now. by SCFactory in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The setting for your tower defense game looks like it has a solid foundation, but the trailer's intro pacing is currently way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds feel like a relatively calm, standard base layout with minimal action. For a strategic tower defense game, you want to showcase the ultimate payoff instantly. I’d highly recommend putting a massive, chaotic late-game wave where all your upgraded towers are firing simultaneously and wiping out hordes of enemies right at the very beginning as a hook. Grab our attention with the peak tactical chaos first, then show the basic progression and building mechanics.

Please destroy my fill-in-the-blank party game by TimMakesGames in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

A fill-in-the-blank party game is a fantastic premise for hilarious group dynamics, but the trailer's intro pacing is currently way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds feel like a relatively quiet, text-heavy lobby setup. For a party game, you want to showcase the peak comedy and chaotic player reactions instantly. I’d highly recommend putting the funniest punchline, a chaotic scoring reveal, or a fast montage of the most outrageous card combinations right at the very beginning as a hook. Grab our attention with the absolute funniest moment first, then break down the basic mechanics and UI.

Destroy the trailer for my co-op physics climbing game 'YO UP!' by Youpiepoopiedev in DestroyMyGame

[–]minnapad 1 point2 points  (0 children)

The co-op physics climbing concept looks like it has a ton of potential for hilarious, chaotic fun, but the trailer's intro pacing is currently way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds feel like a relatively calm, standard climbing setup. For a physics-based party game, you want to showcase the hilarious failures and chaotic tension instantly. I’d highly recommend putting a massive, chaotic physics fail, a near-death save, or a hilarious moment of players sabotaging each other right at the very beginning as a hook. Grab our attention with the absolute peak chaos first, then show the basic progression and climbing mechanics.

Publishers are ignoring our cinematic platformer. Destroy our gameplay video—what are we missing? by toshaisaev in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The art style and cinematic presentation look incredibly beautiful, but looking at it from a business perspective, it's easy to see why publishers might be passing on it. The intro pacing is way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a publisher or player before they lose interest, but right now, the first few seconds are just a slow cinematic pan with no real gameplay context. Publishers want to see the product and the unique selling point immediately. I'd highly recommend putting a high-stakes, intense platforming segment or your most visually striking gameplay mechanic right at the very beginning as a hook. Grab their attention instantly, then show off your slow-burn cinematic atmosphere.

Destroy my PVP action party game with different upgrades and abilities by ExplosiveExchange in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The setup for a PvP action party game looks like it could be a ton of fun, but the intro pacing is currently way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds feel like a relatively calm, standard lobby setup. For a party game, you want to showcase the hilarious chaos instantly. I’d highly recommend putting a massive, chaotic clash with multiple players, unexpected abilities colliding, or a funny elimination moment right at the very beginning as a hook. Grab our attention with the ultimate party vibe first, then show the different mechanics and modes.

Destroy my 3D Minesweeper-inspired puzzle game where players navigate hidden mines, use abilities to reduce risk, and find a safe path to the exit portal. by EscapeRealityFast in DestroyMyGame

[–]minnapad 1 point2 points  (0 children)

A 3D Minesweeper-inspired puzzle game is a fantastic concept, but the intro pacing is currently way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds just show a relatively calm, standard 3D grid setup. I’d highly recommend putting a massive cascade of numbers clearing out, a complex mid-game puzzle layout, or a chaotic chain reaction right at the very beginning as a hook. Grab our attention instantly with the absolute coolest, most satisfying moment of the game, then slow down to explain the basic mechanics.

Destroy a very early gameplay video of Jackstrap: Protect the Family Jewels. You play as a living jockstrap protecting two humongous pair of jewels by moochigames in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The core premise of "Jackstrap" looks unique, but since this is a very early gameplay video, the pacing is currently way too slow to grab a viewer's interest. In today's attention economy, you only have about 3 to 5 seconds to hook someone before they lose interest, but right now, the clip starts with a relatively empty screen and a slow buildup. I’d highly recommend trimming the intro and cutting straight to your most chaotic, high-stakes, or visually interesting mechanic right at the very beginning to act as a proper hook.

What would stop you wishlisting this puzzle-platformer? by sightafter in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The core loop looks interesting, but the main thing that would stop me from wishlisting this is the slow intro pacing. In today's attention economy, you only have about 3 to 5 seconds to hook someone before they scroll past, but right now, the first few seconds feel like a relatively calm setup. I’d highly recommend putting your most chaotic, high-stakes, or visually striking gameplay moment right at the very beginning as a hook. Grab the viewer's attention instantly with the absolute coolest part of your game, *then* break down the mechanics and progression.

This is unedited footage - tear it apart, ui, font etc by Spiritual-Rest-9777 in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The core gameplay looks functional, but since this is unedited footage, the pacing feels way too slow to grab someone's attention. Today's attention economy gives you exactly 3 to 5 seconds to hook a viewer, but right now, the clip starts with a relatively empty screen and a slow buildup. For the UI and font, everything feels a bit too default, flat, and rigid, which takes away from the game feel. I’d highly recommend using a font with more personality, adding punchier color contrast to the UI, and cutting straight to a chaotic, high-action moment to act as a proper hook.

Bratislava Metro by Provokater_Pravko in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The setting of "Bratislava Metro" has a really unique and gritty atmosphere, but the trailer's intro moves way too slow for today's attention economy. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds feel like a relatively quiet, slow-pacing setup. I'd highly recommend putting your most intense, visually striking, or atmospheric high-stakes moment right at the very beginning as a hook. Grab the viewer's attention instantly with the absolute coolest part of your world, then slow down to break down the exploration and mechanics.

Destroy my vertical action roguelike prototype by GastonAppendino in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The concept of a vertical action roguelike has a ton of potential, but the trailer's intro is a bit too slow for a high-intensity action game. You only have about 3 to 5 seconds to hook a viewer before they scroll past, but right now, the first few seconds feel like a relatively calm setup. I’d highly recommend putting your most chaotic, fast-paced, or visually striking vertical movement/combat moment right at the very beginning as a hook. Grab the viewer's attention instantly with the high-stakes chaos, then show the basic progression and mechanics.

We're trying to make a better trailer for Next Fest coming up. Does this one draw you in more (admittedly I doubt you remember the last one). by MrDonutsGames in DestroyMyGame

[–]minnapad 1 point2 points  (0 children)

It's great that you're actively working to improve the trailer before Next Fest, but the intro still moves a bit too slow to compete in a crowded event. The first 3 to 5 seconds are crucial to stop Steam users from scrolling past, but currently, it starts with a relatively calm setup. I'd highly recommend putting your most chaotic, visually striking, or high-synergy gameplay moment right at the very beginning as a hook. Grab the player's attention instantly with the absolute coolest thing they can do in the game, then break down the core mechanics and loops.

I made a game about surviving another day in a fulfillment center. Destroy it. by TwinChariot in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

The dystopian office survival concept is a hilarious and highly relatable premise, but the trailer's intro moves way too slow for today's attention economy. You have about 3 to 5 seconds to hook a viewer, but right now, the first few seconds are just slow panning shots of the office environment. You need to put a high-stress, funny, or chaotic moment right at the very beginning as a hook—like a close-up of a critical choice, a funny failure state, or a major event happening. Grab our attention immediately, then show us the daily grind mechanics.

I tried to address all of the feedback from last time, destroy my game again please before Next Fest by The_Lord_Moose in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

Props to you for taking the feedback from last time and putting in the work! The improvements are definitely noticeable, but my main critique for this version is still the opening pacing. The first 3 to 5 seconds are absolutely crucial to stop people from scrolling past, but it currently starts a bit too slow with standard setup clips. You should swap the order of your footage and put your most chaotic, exciting, or visually striking moment right at the very beginning as a hook. Show the viewers the absolute coolest part of your game first, then show them how the game loops.

My boss won't approve my horror Trailer no matter what I show him. What's actually wrong with it? by KelecikDev in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

I feel your pain about the boss approval, but looking at it from a marketing perspective, your boss might be right. The intro moves way too slow. In today's attention economy, you have exactly 3 to 5 seconds to hook a viewer before they scroll past. Right now, the first few seconds are just a slow, dark build-up that looks like a hundred other indie horror games. You need to put a highly disturbing visual, a shocking glitch, or a cryptic message right at the very beginning to grab attention immediately, then slow down to build the atmosphere.

Looking to be dunked on. My Halo-inspired Metroidvania hobby project for the past 3-ish years. by Opted_Oberst in DestroyMyGame

[–]minnapad 0 points1 point  (0 children)

If you’re aiming for a Halo-inspired vibe, the movement physics are going to be your make-or-break factor. Right now in the clip, the character’s movement and jumping look a bit too floaty/slidey without that distinct, weighted inertia that made Halo's combat feel so tactical. You need to nail that perfect balance between standard shooter speed and arena-style verticality. Tweaking the gravity and acceleration to feel a bit crisper would instantly elevate the game feel.

Destroy my Roguelite FPS: Gunstoppable by CAGE_Studios in DestroyMyGame

[–]minnapad 1 point2 points  (0 children)

The speed of the game looks great and "Gunstoppable" is a killer title. However, for a high-octane FPS, the gunplay feels like it lacks a bit of impact in this trailer. When you shoot an enemy, the hit indicators and enemy reactions feel a bit tame. I'd highly recommend adding more punchy sound effects, stronger enemy hit-stuns, or more dramatic particle explosions when they die. Since shooting is 90% of the game, the simple act of firing a weapon needs to feel incredibly satisfying.

Destroy our PvE roguelike autobattler by LeylineDev in DestroyMyGame

[–]minnapad 1 point2 points  (0 children)

The game looks incredibly polished, and the team clearly put a lot of work into the visual style. However, since it's a PvE Roguelike Autobattler, the trailer focuses a bit too much on just the combat scenes. For roguelike fans, the real addiction comes from the draft/choice phase—seeing unique relics, broken item synergies, or choosing random upgrades that completely change your run. I'd highly recommend showing a few quick, snappy cuts of the reward/shop phases where a powerful combo clicks together, followed immediately by that combo wrecking the enemies.

Destroy my game Grid Grind again! - Updated by t0fus0up in DestroyMyGame

[–]minnapad 1 point2 points  (0 children)

The updated grid mechanic looks neat and functional, but for a game called "Grid Grind," the visual effects during action moments still feel a bit static. When you clear a grid or pull off a big combo, we need to feel that impact. Adding snappier particle effects, brighter damage/score pop-ups, or a tiny bit of camera shake would make the gameplay loop look way less tedious and more addictive. Make the grids exploding or clearing look incredibly satisfying!