10 hours ago, Kai Keeper said:
It is a commercial game, but the price is only gonna be around 5 USD(or lower), basically I'm the only person working on this project for years and I'm pretty broke now, so I don't think I would say I'm financially invested.
The advice I'm giving is only my opinion and based on the fact you're intending on profiting from the game, and that you're working without a budget.
Considering the focus of the game is solving puzzles and not an actual progressive story, you need to sell a few things within your trailer.
1. How many puzzles are there
2. What kind of puzzles does the game have (showcase your top 5)
3. How does one solve these puzzles (mechanics)
4. Showcasing your most interesting puzzles and features in quick snap shots. Why should anyone play this game or buy it? Sell it.
When your video starts up, you need to try to sell your game within the first 30 seconds. I wouldn't make a trailer longer than 2 minutes and 30 seconds, but I personally think trailers should be only a minute long, but regardless the main goal is to sell your game in the shortest time possible while building up momentum. Keep in mind that you can have several videos on your steam store page, but your game trailer should be your first video people see. Game play videos themselves can be longer.
Depending on your ability in video editing, you can also create scenes by using pre-set cameras in your game to record from different angles (it gives a more cinematic feel), then make transitions showing various parts of the game without sticking to a single scene for too long.
As an example, if you're going to showcase points 1 through 4 within a minute, you can tell that you're not going to be having a 30 second scene where you're moving blocks around, which is good because it's more exciting to see the top 5 most interesting puzzles, and unique mechanics within short spurts as momentum builds. You also need to consider your choice of music when making a trailer. Your music needs to match the mood you're attempting to generate. The music used in the video doesn't have to be the same music in the game.
I would also change your approach with your usage of text. The green text sitting at the top doesn't match, and I personally think if you're going to advertise any information through text, it needs to be shown at eye level (center of the screen or near), then disappear so the viewer is 100% focused on what you're trying to sell them. You can make your text look better with transition effects, and animations. When you leave text on the screen it becomes a distraction.
I'm not sure how long your game is, and how much content you have, but your game looks very good. Is there a reason you're selling it for only $5 USD? There is a psychological element at play when you put your game price too low. A lot of garbage on steam is released with lower price tags in the hope that if they upload enough games that through the nickle and dime sales they will generate money by a large quantity of sales. I personally will rarely even look at a game that is $5 USD as their initial release price (not a sale price). I find that most people are not willing to search through the junk bucket on steam to find the little gems that are among the turds in the $5 or less release section.