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Lots going on! The postgame is still my primary ongoing concern, obviously, but this week I've been able to spend a little time tackling other things.

One of these is the TLS trailer, which is another important part of getting the game ready for the Steam release. A new version is attached, but perhaps I'd better say more about my goals and intentions with this trailer.

Many Steam users don't watch trailers at all, but the first trailer generally autoplays when you arrive on a page. I asked for this one to begin with clips showing the battle bust system in order to communicate a basic "Look, this game has art and non-standard features". For some people it will just affect them subconsciously, while others might have their attention hooked long enough to keep watching.

The second section of the trailer is meant to communicate that choices and decisions exist/matter. I know for certain people will disagree on how long this should be, because some want to read all the text easily and for others that's too slow. This includes areas that transform based on your decisions - I don't know if this will communicate to players with no knowledge of the game, but I think the idea is solid.

Then the final third is just implying sex happens.

After that, we potentially have another trailer (not attached). One thing I didn't communicate clearly last time is that most Steam pages have more than one trailer. The first autoplaying one is meant to be brief and get attention, the second is for people who already watched that and want to see more. For that reason, the second trailer can be slower and more story-focused.

While working on that, another idea came up from the person making the trailers: having one focused on the characters. By which I mean introductions and clips showing their personality, in the hopes that one might snag a player's attention and motivate them to look further. Do you guys have opinions about that? Any ideas about the ideal number of characters or who should be featured?

Anyway, that's just one matter among many. I'll only mention one other, which is that there's actually one more "future game preview" yet to come. The assets for it have been done for a while, I've just been too busy with postgame stuff to post it. Before too long, hopefully.

Comments

AchtungNight

For character trailer, definitely include Simon, Aka, Robin, Yarra (my party for most of the game) and favorite side character Orcent.

Huevo Podrido

My 2 cents: I did recommend the game to a friend and he apparently was "tired of rpg-maker games", so if the first seconds of the trailer have something that differentiate it visually from the mold, it would help for that player type.

Abso Haram

A couple of thoughts. You're right that most people won't watch a trailer, but it still plays for a few seconds before they hit pause. So why not change the music to one of the better tracks in game? If the track sounds good they'll hold off on hitting pause to listen, and then wind up watching the trailer. Personal suggestion would be IW Airships which lines up nicely with the current footage, but Knife Fight (Battle 2,) Formidable (Erosian Dungeon,) and Prologue Battles could also work. For characters, use those with more distinct designs. I'd throw Wynn, Sabitha, Uyae, Xestris, Riala, Orcent, Vunne would probably be good. You could also put in Incubus Kings here too since they have flashy designs. Concentrate mainly on characters that don't appear in the battle section since a potential player has already seen those. Prob would cap the character section at around 5-6, otherwise it will drag and it leaves some surprise. I would also put some floating text to transition from each section. For example during the battle section you could put something like "Join the fight" and then when you get to the choices section put "For Love..." and then when you get to the sex section put "And Lust" Something like that to ease the section transitions since right now they just bam in one after the other. Not a problem for a current fan, but probably not great for a newcomer. I would also go fullscreen for the sex scenes instead of the small window with fade-in, fade-out. Good luck!

DankPotatoes

The trailer is a huge improvement over the last one! Most of my potential feedback has already been given. Though something seemed to be off with the frame rate. Just me, or nah? For relevant characters for a character trailer i would say: Go for characters with 100% unique sprites, and honestly, if you want to draw in players who are looking for NSFW-games? Go for the characters with some pretty kinky implications in their immediate story presentation, that can quickly draw in players. For instance: So... Yarra. Duh. Nalili/Esthera, with the whole "seducing the daughter of the dommy empress" angle played up Carina or Sarai. Though Carina might not be a unique sprite... EVERYONE like seducing the priestess Megail: Getting under the hard exterior of the hardass merchant Ginasta, potentionally: Play up the hero-lady angle, in a way that invokes story-curiosity as the player looks like the villain, by standing in her way, while also making the idea of "corrupting" her look fun. Just my observations, from knowing how many of these people think, lol

Dubsington

I think it's an excellent leading/first trailer. You set realistic and useful goals, and hit them.

guillaume nguyen

Okay, finishing the trailer on Tyrant Trin is great, not gonna lie XDXDXD I have no particular opinions on which characters to showcase, except maybe focus a bit more on non-harem secondary/tertiary characters to show that the background is as extensive as the focus on Simon and Co.

Ark Tolei

It's very funny and appropriate that Nalili masturbating aggressively is within the first second of the start. I'm not terribly knowledgeable about how to make promotional material but it might be a good idea to have descriptor text to indicate some of the talking points directly. Maybe for the combat section that's fairly long have 2 or 3 points, ending with how large the cast of playable characters is, follow into something about the plot's scope when it transitions into the snippets of plot, with the important decisions keynote hitting on Yarra's line about things not possibly going any better, follow into the responsiveness of the world to your decisions on Min's investment line. Without a guide for what the viewer is expected to be getting out of the individual clips I think it would be very easy to miss the responsiveness angle with how quickly the footage goes by. If a player is only partially paying attention to the trailer things like the appearance of the doom king statue, and the changes to the Yhilini slums are largely invisible (the slums transition is significant enough that it just looks like a new area if you're not directly looking at it on the transition frames). The base customization part stands completely on its own even for someone half paying attention because there are simply so many frames with a very cohesive area design and strong aesthetic changes between transitions, but I think the harder concepts like choices mattering are very hard to show without any direct commentary. For a character trailer I think the people to focus on might be early characters who have a strong trailer hook. Yarra, Megail, and Hilstara all have very early lines establishing their relationship to Simon, and those relationships are very distinct from each other in a way that I think is fairly easy to write a short trailer around with no spoilers for midgame. Yarra is a mostly stranger who stans Simon for what he is, not necessarily who he is. Megail is a brilliant ally of convenience, who might turn on him if she finds out what he is, and Hilstara is an old war buddy with a rocky relationship with her current team, and an unclear future. If you want to maintain Kai as a plausible protagonist you could replace Hilstara with Simon as the mentor figure as a cheeky way to tell people about the protagonist without them realizing it. Other characters can serve similar roles, but those are the ones that come immediately to mind. I think it might be a good idea to avoid Robin, despite how good a character she is, because finding out the protagonist has an adult daughter isn't exactly a green flag in a game like this unless their relationship doesn't go the direction it does. I think it's handled very well. I have no complaints about Robin's arc, but I wouldn't emphasize it in promotion, personally. The writing really has to earn the addition of the protagonists daughter, and I think a trailer isn't necessarily the place to earn that trust.

Upthorn

I have reservations about being negative, because I understand the incredible amount of effort that you've put into this game and I know it's disheartening to hear that effort you put into something is unsalvagable, but I don't think this trailer does a good job at all of distinguishing the game from other RPG maker games. I think you have a problem here that you're attempting to reinvent the wheel from first principles, instead of consulting the rich library of existing work. There are many popular 2D RPGs with turn-based combat available on steam. Many of them (Such as Omori, and In Stars and Time) are even RPGMaker titles! I think it would be very fruitful for you to do some research by watching through their trailers. In particular, I think "In Stars and Time" (https://store.steampowered.com/app/1677310/In_Stars_And_Time/) has an extremely effective trailer showing off the mood (cozy friendship vibes) and concept (time loop) of the game. But broadly, there are a few major things that they seem to try to showcase: 1 The graphical style 2 the best tracks off their soundtrack 3 the gist of the story and the game concept 4 The writing 5 and, for porn games: some of the CGs and a hint at the number of fuckable characters Now for the first couple of points, you're at a disadvantage, because you do make use of stock/purchasable assets to supplement your skillset as a writer, and lack of budget to hire a full time art/sound team so you don't particularly have a unique or cohesive visual style... except where it comes to Annikath's CGs. You do at least have one major banger track in the title theme, though. As for the story, and writing, which are the parts of this game that most stand out, you've hidden yours completely. While you have made an effort to showcase "choices matter," I don't think it's particularly effective at showing the "matter" part, and you don't give any of the dialogue boxes time to breathe, many of them not even staying on screen long enough to finish displaying the text, let alone fully read! This is really bad it! The writing is *the most important* part of any RPG and your trailer makes you look like you're ashamed of yours! Now for the sex: your game is already marked Adults Only on Steam, you don't have to tip-toe around anything. This is ostensibly either the first or second most important selling point of your game, you should show it off! I have a second post coming with like, specific proposals on ways to improve, but, like, I originally intended to post something like this on the *previous* trailer update, and it's taken me until now to get my thoughts clear enough and straight enough to be able to communicate them

sierralee

You don't need to have reservations about being negative but, as I think you're aware, concrete suggestions are easier to act upon. The basic idea of "convey a mood" was brought up in the first rounds, and showing decisions intercut with different world states was my best idea at conveying that. I'm not unaware of other trailers, but the ones you mention are marketing themselves as very different sorts of experiences to TLS. There may be lessons that can be derived from them, I'm just saying that I don't know that I can do it.

Upthorn

Okay, I have some actionable suggestions now. I was going to make an example trailer which implemented all of them, but I found collecting footage to be beyond my patience and/or skillset, so I'm linking to an outline I made that should give you the idea of what I was going for It seems like effective trailers put their most important features front and center. As I've mentioned previously, the most important aspects of most RPGs (and especially this one!), just as the most important aspects of any novel, are story and writing. So the first section of the trailer should be devoted to this. The story is: the world is caught between the bizarre horror of the Incubus King on one side, and the banal horror of political and religious complacency on the other. But what do I mean by "writing" well, you probably know this better than I do, but writing has several aspects to it: Tone--how is your story told: Depressingly grim and gritty? Upbeat and funny? A comedic deconstruction of its genre? Character dialogue--how do your characters interact: Are they bland and robotic, or emotional and evocative? Do they have distinct voices, or are they a cast of author inserts who care more about delivering authorial opinions to the player than talking to each other? Worldbuilding--Have you thought about the ways your world is different from ours, and the reasons for those differences, or the implications thereof? If you have characters that can shoot lightning from their hands, does your world have electrical infrastructure that runs on their labor? The Last Sovereign is a semi-comedic deconstruction of "chosen one" harem collector porn RPGs, it has emotional and evocative characters with distinct voices, and has put some thought into worldbuilding. General trailer advice: If your trailer doesn't include something, viewers will assome that thing either doesn't exist, or that your game is better with it removed. Didn't include sound effects? You're telling viewers that your sound effects are either obnoxious or non-existent! You want to put your best foot forward--show off your best assets, not just any random ones! General Takeaways: 1: You want to record game sounds with your footage, just not game music. (Set BGM and BGS to 0 in Maltava volume settings line 13 and 14) and capture sound when you grab your footage 2: When you have text that you want to be readable, you have to leave it on the screen long enough for people to read it, and keep in mind that some people read more slowly than others. In order to do this, read it fully, read it fully again, and then at least skim it a third time before you advance it. 3: Dialogue coming in one character at a time doesn't add anything to a trailer. (set DEFAULT_INSTANTMSG = true on line 78 of Yanfly System Options) 4: You want to use your highest quality music in the trailer. Note that this doesn't necessarily rule out all songs from RPGMaker asset bundles, but it does rule out all songs that sound like "oh, this is a generic RPG battle theme" or "oh, this is a generic RPG town theme." 4a: The less "this is a straight up midi file" it sounds, the better Game-specific takeaways: Your best assets are your writing, character dynamics, and the fact that your decisions have meaningful impact on the world around you. The battle bust system is also cool, but it's like, 4th or 5th behind other things. I want to stress that it's good that you have it, and that the work will result in a better impression of your game, but it's also not the most stand-out thing by a long shot. That out of the way, here's the outline an example trailer: Obviously, I'd love to see this made, but this is also my first time even thinking about how I'd make a trailer, so it almost certainly needs some polish on it. Specifically, I gave no thought to length as I was writing this, and I expect it will need some fat trimming https://docs.google.com/document/d/16R97DFyb2Nz4Jkap0JY7ERaIUM-3RbHnFdxFDYhFquM/edit?usp=sharing

sierralee

Hello again, thanks for giving such a detailed suggestion. While I think there's validity to some of your criticisms, I'm afraid I don't think I'm likely to set up the first trailer this way. Valve itself gives guidelines for trailers and they're pretty clear about Steam players generally only seeing the first few seconds. Now, it's true that Valve tends not to focus on story-based games, and there's a strong argument for a story-based trailer (which as I've said would play second). I'll take your suggestions into account as we keep putting the store page together.

Upthorn

It's true, I definitely wasn't focused on getting something attention grabbing into the first few seconds to get people to sit through the trailer. I don't think the battle busts do a good job of that either, unfortunately. Probably the best tactic for that would either be to lead with sex scenes, or to start with a "choices matter" style of "Guide the world to salvation..." "... Or Ruin" As you flip through various versions of a map that can be improved by projects or damaged in war.