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.