I wish you and DIM luck and success with this game!!!!
Here some feedback:
Starting with that what I think that you thought while making the trailer:
you didn't want to show the potential gamers all levels of the game to keep some secrets that will excite them when they buy and play the game. That is fair against gamers. It would have been more than fair against the gamers, if 'id' didn't have shown all of the exiting monsters in its advertising.
But for a good advertising of your game this is wrong! For advertising you should show as much as possible to attract the potential buyers in the short time of a trailer.
Do you have cheats or other ways to get in each level and at each impressing place in its levels? You should have, especially for this trailer.
Does the technique that you use for producing the trailer reproduce the best quality of your game?
Do you have a nicely respawn effect, and a celebration of finishing a task or finishing a level, and/or other effects?
Didn't I see screenshots with an aeroplane, and with a car, and within a village, within a town, within a very high room (somehow like a church)?
You were able to attract the 3dgs community, now, try to remember how you did it, and do it again in this trailer!
Somewhere ROMAC told what he was dreaming of, when he started to plan/create this game. Read it! And write it in your trailer in one-word-sentences with growing /scaling letters: Action! Puzzles! Flying! Driving! Dexterity(Geschicklichkeitsspiel!)! Or similar. (Use, for instance, the black parts in the beginning monolog to put a word in.)
Never show a level twice! (It suggests that you don't have much diversity in the game as well!)
Don't show a failure, if you don't show the respawn immediately after it! Don't show more than one!
Show action, battle, race, puzzling, enemies attackings, attractions.
Show an impressing celebration of victory or an impressing panorama view of a level at the end of the trailer.
To control the message of the parts of your trailer, try to describe them with (or 'translate' them into) proverbs and similar sentences. That is a good way to get an idea of the feelings which the pictures of the trailer promotes.
Details in this specific trailer: the bird speaks about its own strength to succeed, after that, nobody will expect a ball. But, if you would show the bird running through the coins, and, after that, show the ball rolling through coins, then the audience knows that the ball is somehow an 'incarnation' of the bird.
Cut the scenes to the half of their lengths!
As a rule of thumb: Complicating 'movie takes' need about 10 and more seconds to be recognized (and to be understood) by the audience, simple 'takes' need only about 4 seconds.
The action scenes should already start while the voice still speaks, in the 'off'! The spoken words don't need a visible speaker.
Make a second and third test within this community.
The second test: show just three very short takes in the quality of the compression that you finally want to achieve. Just to see wether this a quality that an audience would expect from a quality game!
The third: Show the trailer in itsa final version, to get featback on that what can be shortend and optimized in a fast way!
I know making a video like this trailer is still hard work, I hope you still have some time, but I fear you have not enough time to make it as best as you can! Good luck!
(Hope, I could explain it in a way that can be understood.)