Regardless of the good or bad keep going. We need more people like yourself that truly care about the experience they are giving
DOOManiac
Would you like some constructive criticism for the trailer?
It looks very pretty, and the environments look nice. But I have no idea what the fuck is going on. I am not sure what genre this even is. Is it a puzzle game? Survival horror? Some kind of Uncharted-like? I honestly can’t tell.
Viewing this on a phone in portrait mode, the text is so small it’s unreadable, so I missed all of that.
The trailer is long. Very long, most people will lose interest and click away. Especially given the above two problems.
I do wish you the best of luck, and I hope my remarks can help improve your next trailer.
kelopuu
Impressive graphics. From the trailer I gathered that this could be a modern Tomb Raider -like game without the combat. No idea what the game loop could be.
horticulturistSquash
not sure if you want opinions about the game or about the trailer
the game screams “indie tries an UE5 LaraCroft clone”. Game is unfinished, animations and models are very basic and simple, gameplay seems generic. This is pretty normal, nothing out of the ordinary, youre still very much working on it. Dont take that as something bad. You are way more aware of the state of your game than us, you know where to keep working on.
About the trailer: its very bad. Is it a gameplay trailer, a cinematic trailer, mix of both? It tries to do everything and fails at almost all of them. The cinematic part was decent though. No one cares about the scenes where youre looking at the landscape, its not a tech demo, youre using a standard engine, you have the same graphics as everyone else. It would be nice to look at if you had a specific art style or very unique map features, but thats not the genre of games you went for and thats ok, just know to adapt the trailer in consequence and focus on showcasing something else, the gameplay, the story…?
Logo appearing is just basic fading. The music is generic royalty free epic trailer. The text is too fast (and on a full black background its pretty unappealing). Simple font. No one wants to see your torch lagging, cheap shaders, or the immense amounts of bloom. The rythm of the trailer keeps being interrupted by completely different types of scenes.
I would have had it start with the mines and pretty early have the guy saying to go explore in semi voiceover semi gameplay transition. The voice over was decent in general.
Ill have to give credit to the music sync and the color theme of the scenes, both are quite advanced, very pleasantly surprised to see that. I suggest you also look into keeping the direction of motion in the scene transitions, if you have time to spend on that.
Its ok for a first trailer, but im definitely looking forward a new one soon 🙂
HashBrwnz
Looks interesting, need to see some game mechanics, action, puzzles etc… all put into a shortened trailer. Did you make this all solo? Also will it be on steam.
One thing to point out, on the zipline the characters gun is just kinda floating beside him.
never_have_I_never
This looks amazing. Godspeed with everything my guy!
Warbleton
Just looks like the other asset flip games.
Animations don’t match what’s going on.
Generic ue5 environments that look nice because of lighting.
SickPois0on
when your trailer has frame drops not a good sing
InformalReplacement7
Congrats on the game! It looks really interesting, and being a fan of the Uncharted series and action adventure games, I wish you all the best.
I have very little insight into what goes into making a game, but I do have some knowledge about what goes into making a few creatively driven projects, so to me this is a huge undertaking.
The only thing that made me raise an eyebrow is the frame rate of the what was shown and the animations of the character. First, the frame rate may be a product of the trailer, I don’t know, so I hope you can elaborate. Second, the character animations are not great. Some more time in the oven for animation would go a long, long way. It would make or break the game.
Cheers to you and your team.
poetdesmond
I do want to make one recommendation, and it’s the same thing I say to anyone making any kind of preview in any form of media:
BWOMP! is getting tiring. A not insignificant number of people make fun of trailers for falling back on using music that features it to make things exciting.
jblade
Looks awesome, also some constructive criticism for the trailer… way to much “bloom”
The scenes where you walk from inside to outside play way better in game, but in a trailer, they look over exposed.
-Dark3stWhite-
The animations are very stiff and awkward. I would recommend spending a good amount of time making the animations more fluid, I think that would go a long way.
I also agree with the top comments.
Also 2 years is a pretty short dev cycle for a game like this. It might be worth spending another year or two on polish, and substance. Most importantly, is it fun?
Maybe try to get some people that you don’t personally know to play test the game and offer you suggestions. Play testing is vital.
Fierce_Lito
The logo at the start is unneeded.
Take time to learn and redevelop your animations, technical animations and character model, especially the cloth simulation.
The cut scenes are quite nice for a solo project, but the entire trailer is too long.
Looks like a solid WIP indie title with passion put into it, but personally I wouldn’t show off the game again until you can sort out the animation system, that character will be in the foreground of the end users’ screens every second they play, and it’s not up to snuff yet.
TheDarkFader88
Nice
Undead_Favourite
I’m seeing a lot of good criticism here. I just want to add that the camera is a bit bouncy. It bobs with every step the player takes and maybe there should be a setting to reduce it or turn it off in general. I’m pretty sure minecraft has a camera bob setting like that.
pyracantha_
The game looks alright, but I have no idea what it’s about from this trailer. The first 30 seconds gave me Uncharted vibes, but rest of the trailer just showed a dude walking around. That might be all there is, which is okay, but if that’s the case I’d make the trailer at least a full minute shorter.
I’d also pick just one name for the game. Either “Cosmic Horizons” or “Path of the Wanderer” would work, but both feels like too much.
mawdix_b
I love the people giving you detailed advice on what the problems are. Hope you respect their attention and make a great game. Got a long way ahead!
Vilsue
yo, you got to swap that running animations, that is janky af. why MC keeps his elbows outwards and in the air when running? Its like he has massive (like mariusz pudzianowski) biceps
21 Comments
Looks fantastic my guy
Impressive!
Nice! Is this going out on Steam?
Regardless of the good or bad keep going. We need more people like yourself that truly care about the experience they are giving
Would you like some constructive criticism for the trailer?
It looks very pretty, and the environments look nice. But I have no idea what the fuck is going on. I am not sure what genre this even is. Is it a puzzle game? Survival horror? Some kind of Uncharted-like? I honestly can’t tell.
Viewing this on a phone in portrait mode, the text is so small it’s unreadable, so I missed all of that.
The trailer is long. Very long, most people will lose interest and click away. Especially given the above two problems.
I do wish you the best of luck, and I hope my remarks can help improve your next trailer.
Impressive graphics. From the trailer I gathered that this could be a modern Tomb Raider -like game without the combat. No idea what the game loop could be.
not sure if you want opinions about the game or about the trailer
the game screams “indie tries an UE5 LaraCroft clone”. Game is unfinished, animations and models are very basic and simple, gameplay seems generic. This is pretty normal, nothing out of the ordinary, youre still very much working on it. Dont take that as something bad. You are way more aware of the state of your game than us, you know where to keep working on.
About the trailer: its very bad. Is it a gameplay trailer, a cinematic trailer, mix of both? It tries to do everything and fails at almost all of them. The cinematic part was decent though. No one cares about the scenes where youre looking at the landscape, its not a tech demo, youre using a standard engine, you have the same graphics as everyone else. It would be nice to look at if you had a specific art style or very unique map features, but thats not the genre of games you went for and thats ok, just know to adapt the trailer in consequence and focus on showcasing something else, the gameplay, the story…?
Logo appearing is just basic fading. The music is generic royalty free epic trailer. The text is too fast (and on a full black background its pretty unappealing). Simple font. No one wants to see your torch lagging, cheap shaders, or the immense amounts of bloom. The rythm of the trailer keeps being interrupted by completely different types of scenes.
I would have had it start with the mines and pretty early have the guy saying to go explore in semi voiceover semi gameplay transition. The voice over was decent in general.
Ill have to give credit to the music sync and the color theme of the scenes, both are quite advanced, very pleasantly surprised to see that. I suggest you also look into keeping the direction of motion in the scene transitions, if you have time to spend on that.
Its ok for a first trailer, but im definitely looking forward a new one soon 🙂
Looks interesting, need to see some game mechanics, action, puzzles etc… all put into a shortened trailer. Did you make this all solo? Also will it be on steam.
One thing to point out, on the zipline the characters gun is just kinda floating beside him.
This looks amazing. Godspeed with everything my guy!
Just looks like the other asset flip games.
Animations don’t match what’s going on.
Generic ue5 environments that look nice because of lighting.
when your trailer has frame drops not a good sing
Congrats on the game! It looks really interesting, and being a fan of the Uncharted series and action adventure games, I wish you all the best.
I have very little insight into what goes into making a game, but I do have some knowledge about what goes into making a few creatively driven projects, so to me this is a huge undertaking.
The only thing that made me raise an eyebrow is the frame rate of the what was shown and the animations of the character. First, the frame rate may be a product of the trailer, I don’t know, so I hope you can elaborate. Second, the character animations are not great. Some more time in the oven for animation would go a long, long way. It would make or break the game.
Cheers to you and your team.
I do want to make one recommendation, and it’s the same thing I say to anyone making any kind of preview in any form of media:
BWOMP! is getting tiring. A not insignificant number of people make fun of trailers for falling back on using music that features it to make things exciting.
Looks awesome, also some constructive criticism for the trailer… way to much “bloom”
The scenes where you walk from inside to outside play way better in game, but in a trailer, they look over exposed.
The animations are very stiff and awkward. I would recommend spending a good amount of time making the animations more fluid, I think that would go a long way.
I also agree with the top comments.
Also 2 years is a pretty short dev cycle for a game like this. It might be worth spending another year or two on polish, and substance. Most importantly, is it fun?
Maybe try to get some people that you don’t personally know to play test the game and offer you suggestions. Play testing is vital.
The logo at the start is unneeded.
Take time to learn and redevelop your animations, technical animations and character model, especially the cloth simulation.
The cut scenes are quite nice for a solo project, but the entire trailer is too long.
Looks like a solid WIP indie title with passion put into it, but personally I wouldn’t show off the game again until you can sort out the animation system, that character will be in the foreground of the end users’ screens every second they play, and it’s not up to snuff yet.
Nice
I’m seeing a lot of good criticism here. I just want to add that the camera is a bit bouncy. It bobs with every step the player takes and maybe there should be a setting to reduce it or turn it off in general. I’m pretty sure minecraft has a camera bob setting like that.
The game looks alright, but I have no idea what it’s about from this trailer. The first 30 seconds gave me Uncharted vibes, but rest of the trailer just showed a dude walking around. That might be all there is, which is okay, but if that’s the case I’d make the trailer at least a full minute shorter.
I’d also pick just one name for the game. Either “Cosmic Horizons” or “Path of the Wanderer” would work, but both feels like too much.
I love the people giving you detailed advice on what the problems are. Hope you respect their attention and make a great game. Got a long way ahead!
yo, you got to swap that running animations, that is janky af. why MC keeps his elbows outwards and in the air when running? Its like he has massive (like mariusz pudzianowski) biceps