Devlog #4. Turnaround
After fixing the level design for the second scene (and learning a few painful but valuable lessons along the way), I spent some days wandering through different parts of the game - tweaking bits of narrative, experimenting with small mechanics, and revisiting some of the character designs.
At the same time, I fell into a YouTube rabbit hole of dev podcasts and marketing guides. And that’s when it hit me: I’m seriously lagging behind with marketing.
The biggest missing piece? A Steam page.
To make one properly, though, I need more than just a description and a logo. I need screenshots that actually tell a story — and, of course, a trailer.
So, I decided to start building it.
After exploring the differences between announcement, gameplay, release, and cinematic trailers, I realized that the best fit for me right now is an announcement trailer - something that says: “Hey, this world exists!”
A good trailer (except for fully cinematic ones) should be a kind of vertical slice - a tiny, playable-looking window into the world. In my case, the announcement trailer’s goal is to make players feel what the game will be about - not just see it.
Vertical slice
Here’s the rough outline of my vertical slice so far:
- The hook, revealing the story setup.
- World atmosphere, showing parts of different scenes.
- A few emotional moments (mainly between Zoti and the Goose).
- A visit to the antagonist’s lair.
- And finally, a mysterious ending that leaves questions hanging.
Trailer Look
Having a close-to-final look at the trailer is preferable. To make it work, I started by updating Father’s design and refining the Farm Field scene — that’s where the hook happens. The animation is still a bit rough, but it already gives shape to the trailer’s opening moments.
As the next step, I drew a rough storyboard for the next parts of the trailer. So, now it has started to transform from a fuzzy dream into a real problem that seems solvable in a sensible amount of time.
And there’s a good reason to push it forward

At the end of November, I’ll be at the AdventureX Conference in London (just attending, not exhibiting - this time!). My goal is to have the Steam page ready by then, so I can show the trailer, share the page, and collect real feedback from people who love this kind of games and are more experienced in making ones.
Sly Crow
Friendship isn’t dead. It’s just… undead.
| Status | In development |
| Author | SlyCrowGames |
| Genre | Adventure, Puzzle |
| Tags | Funny, Hand-drawn, Point & Click, Post-apocalyptic, Story Rich, Zombies |
| Languages | English |

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