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Thank you so much for taking the time to write such a detailed response, especially after losing your original post, I really appreciate it.

The first and probably biggest problem is that I've simply never done anything like this before. I've never had to design a game trailer, so I don't really have a clear idea of how to approach it or what a good trailer for this kind of game should look like. Most of the advice I find online is aimed at games with combat, action or very visually dynamic gameplay, which doesn't really apply to mine.

The game itself also makes things a little more difficult. It's quite long (around 10–14 hours), and there are more than 100 different scenarios in the game. So when it comes to choosing what to show, I'm honestly not always sure which scenes are actually interesting from an outside perspective and which ones only feel interesting because I already know the story behind them. Simply cutting together the "most exciting gameplay moments" isn't really an option in the same way it would be for an action game... 🤷

That said, I think I understand much better what you're suggesting now. Instead of thinking of the trailer as "here are some gameplay clips from my game", I should approach it more like a very short movie, with each section having a specific purpose. I'm going to go back to the drawing board and try to restructure the trailer using the approach you've suggested. Breaking it down into 3–5 stages with a clear purpose for each one actually gives me a much better starting point than what I had before.

Thanks a lot again, and good luck with your game! 😘

Hello! I'm glad you didn't hate me after my message and found it useful 😅 And as you can read, somebody else said they liked the trailer... But I think you understood well what I meant. You don't need to spoil your game by revealing all the types of puzzles and riddles available, not matter how clever they are. What you need, and it's the hard part, is to choose which ones are both easy to understand but give the impression that there is so much more to explore. Aim for suspense. From what I can remember, there is a chasing sequence with a kind of goat at some point. It can be only a few seconds long no more. Like a text that reads "Everyone is after you..." or "Watch out for unfriendly company" and then you show the sequence where you're chased by the goat for a few seconds... Ok, my text is lame, but it's just to illustrate. And maybe you don't need to have systematically a text and then an illustration, you can maybe have a longer text explanation/overlay, and then chain together a couple of in-game sequence with a subtle transition. Here are some typical steps for this type of trailer, to be tailored to your game:

- Hook (0 to 5s): a striking, unexplained visual (or sound?) that raises a question to grab attention straightaway. 

- World/tone (from 5 to 15s): quick shots that set the atmosphere and setting: environment, art style, lighting, ambient sound design. The message is: "here's the kind of place you'll be trapped in" with some but not too much text (from your game page!).

- Core gameplay (from 15 to 30s): show the puzzle-solving loop: picking up items, examining clues, manipulating mechanisms. Basically this is what you have in a very long version at the moment with the current trailer.

- Rising tension / escalation (from 30 to 45s): pacing, shorter shots, intensity. Show horror elements beyond the puzzle-solving (depression?).

- Peak/climax moment (from 45 to 55s): if possible your single best, most shareable shot  (A chase like mentioned before? A monster? A clever puzzle payoff?).

- Quick-cut montage (from 55 to 65s, optional): a flurry of fast cuts showing variety: different rooms, different puzzle types, different threats, to communicate scope --> careful not to overdo it, you don't want to spoil every puzzle. This is also what you have at the moment.

- Game title (from 65 to 70s): title, clean and simple, often with a tagline to reinforce the initial hook ("Someone is always watching...")

- Release info (from 70 to 75s): platform, release date, etc.

This is just an example, but as you can see, each step lasts between 5 and 15 seconds. They can also be grouped, ex: game title+release info.

Hope this helps. Let us know when you have a new version of the trailer.