Hey! I'm going to give you some feedback about the trailer... actually I typed a very long message and lost it as I clicked a link to visit your page so it's taking a lot motivation to type everything again... hopefully it will still sound fresh. Anyway, I'm sorry to say that, as a trailer, it's really missing the point and doesn't do justice to your game and that's a real shame.
I watched it without reading the game page to watch with no preconceived idea about the game. Then I wrote my message, then I read your game page... I'll try to remember everything I had in mind. But before I do it, let me stress that I'm focusing on the trailer, not the game. The game itself, or what I gathered from my initial watch, has some pretty neat features apparently, and I could see myself playing it. But man, you could make it shine so much more than with the current trailer. Let me explain why - though these are my own views and people could disagree...
- It's much much too long: it should be 30, 45 seconds max! Even for a 3h feature Holywood film you never see a trailer going over 1,5 min and that's already too long. I mean if you can't tell someone what your game is about in less than 3 minutes, something is wrong. I was actually very patient to watch until the end...
- It doesn't provide the key information about the game!What kind of game is it? An escape game? Are there different unrelated rooms like levels? Who am I? Am I a prisoner? A detective? Where am I? Am I trapped in a huge mansion? What is at stake? What is to fear? What if I don't succeed? Is there a time limit? The trailer doesn't give any of these information and that's exactly what I'd need. If I know I'm going to solve puzzles, I want to understand the story a bit you see.
- It doesn't say/show what makes your game stand out: how different is it from games that may look like it but are different? It's not just a horror adventure game? Why then? It's not just an escape game? Then why? It's not your typical story? Then how is it different? I see the meters on the top-lefthand side of the screen, something you might not notice in a trailer, but I had time to look around... I saw depression, wound... how are these measured, impacted? They seem important.
Then as I told you, I went to check out the page for the game and.... everything was there!!! Very clear and nicely laid out. Why didn't you use any of these to create your trailer? Going through minutes of slow-paced gameplay is not efficient for a trailer. Illustrate all the things you've written on your game page is what you really need. Point out to the story, make us care about the character and why you should help/play him. On a side note, maybe it's a shame the character hasn't got an official name, it would help make the story feel more real. Or, if you want to make it so that the player IS the character, then word it clearly this way: "you're so and so, you'll need to do this and that". Not sure what you're aiming for.
The trailer needs to have a pace, with different steps, like a movie. You need to think about it, though I feel that the game page has almost the whole thing figured out. You could always check with an AI to help breaking down the different scenes and the description of the scenes. I'm not saying to use the AI to generate the trailer! But rather, help break down the short movie, in 3 to 5 steps, each one with a purpose and a choice of what you show. And then you cut it, edit the gameplay sequences with some text overlay. You see what I mean?
Anyway, I hope this helps... I was very close to give up on this feedback when I lost my initial post. Hopefully you'll hear what I'm saying. Maybe you agree, maybe you don't, but you asked for feedback, I gave you some ;-)
JerkyHips
PS: I recently put out my first game and had to create a trailer too, but I only had 1 day to do it... I know it's not perfect and it's for a very different type of game, but I really tried to apply what I said above, with the material I had. Feel free to criticize it ๐