Super QuickHook Trailer Evolution
The above is the final trailer for Super QuickHook, the sequel to Hook Champ. It was submitted Tuesday morning, and we're just waiting for it to be approved for the App Store. In just the last couple of months, the game has come a long, long way. There's no better way to illustrate this than showing the very first trailer we made for the game
The above trailer is the game two months ago. At this point, the game was going to be Avalanche Mode only. At most, there would have been 4 racing levels you could unlock, and then the tutorial. Avalanche Mode had about 10 more sections than it does now, and included the magma type slices.
After the first footage trailer was sent to TouchArcade, we got a lot of feedback for it. People wondered what happened to the levels, like Hook Champ had. Someone pointed out the suspension of disbelief required to run from an avalanche while inside of a volcano. There was a lot of criticism on the art. For the most part, the comments were harsh. We listened to almost every single one of them.
These comments directly influenced the evolution of the game. It lead to SQH going from a "pick up and play" style game, to a game that focused on many levels, with progression. We removed the volcanic sections from Avalanche Mode, while adding more ice and grassy sections to compensate. We did another pass on the art, especially the background art. Then we released another trailer, which we also mined for the harshest criticism. Then another.
I notice that many games, iPhone games especially, go to great lengths to not show their game too long in trailers. This seems to be the case for both preview trailers and release trailers. We showed our earliest footage, at length, right to the public. The end result is a very polished game, whose trailer does not need to be obscured.