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Level: Crystal of Anubis (Demo) back home search
Author(s): Maati
total rating:7.03 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
eRIC 7 6 8 6
Gerty 7 7 8 7
Jay 7 6 8 8
Jose 5 6 6 7
Kristina 6 7 7 7
MichaelP 7 6 7 6
Orbit Dream 7 7 8 8
Phil 8 7 7 8
Ryan 7 7 7 8
Samu 7 7 8 8
category averages
(10 reviews)
6.80 6.60 7.40 7.30

Reviewer's comments

"Again, not really a demo as such, but a sturdy little level lasting around 45 minutes. It's not the usual Cleopatra's Palaces setting, meaning that those usual textures are used, but the atmosphere is aided by fluorescent green and red lighting tints, making a change from the yellow contrasts of the regular levels. Lighting is a bit too dark in the inner corridors though. The gameplay is quite easy and usually linear, with a few difficulty spikes like close-knit enemy encounters and a rather difficult spike ball traps. A long climb and abrupt ending somewhat let things down a bit, but this is still a fun little level. I guess we'll never see the full version..." - Ryan (15-Dec-2017)

"It took me 50 minutes of net gaming time to complete this demo. It has mostly textures from the Cleopal tga with a few others, and a variety of enemies crocs , skeletons, bats and a few mummies. Great contrast between the bright outside area , and the dark inside ones , flares were not sufficient at the beginning , but you get more of them later on. As for ammos , they are scarce so they must be used wisely. I like some parts of the level, the quest for the crowbar early on and the Cleopatra rooms in the second part with plenty of greenery, good atmosphere here ! There is enough exploration and moves with a few traps to keep you entertained." - eRIC (25-May-2008)

"If the title didn't have the word demo I wouldn't haven't guessed it. It seems more like a level even though the puzzles are very limited and everything is about opening doors with the crowbar or with a switch. The skeletons are many but there is no additional shotgun ammo or explosive arrows so it's difficult to get rid of them. It lasted forty five minutes." - Kristina (23-Mar-2007)

"Here I've find another level without pain or glory. Correct architecture, no bugs, not difficult tasks,... but for me was bored. I only had to pull switches and use the crowbar to open doors during all level. Only found the shotgun as extra weapon to deal with the skeletons, and I couldn't find any use for the crossbow. I only had to explore to find the "secret" passage through the waterfall, but no more. The flares weren't sufficient for me in the first part of the level till I found two packs into an alcove. I couldn't find secrets. Poor sounds and cameras but lights and textures were correct. Personally I know that this level had a lot of work behind but this is not the kind of levels I like (I always appraising a lot the gameplay). Sorry." - Jose (27-Sep-2006)

"Uh oh, debut level and it's a demo - are you anticipating something truly awful? Well, you'll be pleased to know that this is actually quite tasty and definitely left me wanting more. At around 45 minutes, it's quite a long demo and it's chock full of crocodiles, bats, scorpions, mummies and skellies hindering your movements as you perform some basic exploration. The gameplay is quite simple, but it has some nice touches (loved the boulder run) and does look pretty. With more development/variety of gameplay I feel it could be very good indeed." - Jay (22-Sep-2006)

"Demo, schlemo. This is a full game and for a first.. this one is well excecuted. There are a few bits and bobs that the builder should have a look at as I did spot some paperthin walls and in my game there was no sound while pushing a lever. But it was a nice treat to play this one. I do wonder how some plants could survive in the dark but hey, this is a game. The ending for me was rather abrupt, like the builder ran out of ideas. But it for sure shows quite a lot of potential." - Gerty (14-Sep-2006)

"I played this one primarily to write a walkthrough, but I found it to be an entertaining and mildly challenging level. There weren't more than a few spots where you would encounter any trouble at all, so I suppose the argument can be made that there's really no need for a walkthrough. On the other hand, a good bit of backtracking is required, and there are some lever puzzles that are apparently a matter of trial and error, so the walkthrough saves you a little time anyway. Nothing really outstanding here, as progress is made by opening doors and pushing levers, but the lighting is good, the visual clues are fair and you're given close to an hour of a nontaxing raid. I found no secrets or crystals, by the way." - Phil (12-Sep-2006)

"Take the Cleopal WAD, throw in a few Cambodia textures for good measure, place loads of Plant objects and put the ambience mainly to a darkish green and you get something close to this level. It's really a solid debut with nice progression that is rarely halted for long, has the usual suspects as enemies (crocs, skellies, bats, scorpions), a few nice audio effects, maybe a few too many monkey swings to accomplish and a few too many crowbar doors and one annoyingly long climb and an end that comes rather sudden. But it is still fun for the 40 minutes it lasts and the boulder chase was cleverly designed and took a few tries to master." - MichaelP (31-Aug-2006)

"Well, this is quite good level for the first level of author and I like the way it's constructed. The variation of indoor and outdoor areas makes this level very interesting and textures are used quite well too. Musics are chosen very well and there's also a lot of green color and plants which decorate the level pretty well. A small minus side is that some of plants and other objects are partly inside walls and that doesn't appeal to me but as I said it's only a small minus side and it doesn't affect reviewing much. Worse thing is that the ending is one of the worst part of this level and I prefer good endings. More personality and imagination could have been used too to make this level more unique. This was still pretty good level but I'm quite sure that author can build even better levels and I'm looking forward seeing the full version." - Samu (30-Aug-2006)

"I'm not sure why this couldn't simply have been released as a 'finished' work,as it seemed pretty complete and substantial to me.The ending was rather abrupt (although not unexpected) and a few doors in the first area were left unopened,but otherwise there was more than enough material for a stand-alone adventure. The setting is the Cleopal wad of blessed memory,but the usage of its enemies (although slightly overdone toward the end)was rather pleasing;as were the lighting and textures,which (combined with a good use of audio and various 'plant' objects) created an unusual sense of sinister greenery. The Gameplay is generally straightforward,although peppered with smart little moments (the boulder slide to the hang-lever,in particular) and plenty of places where progress depends on rather keen observation. The builder also utilised a tried-and-tested piece of Gameplay (when you appear to be able to go no further,jump into the....)which catches me out every time! The textures were used well,although the sudden revelation (toward the end)that we've not been anywhere near Egypt after all,comes as an unlikely surprise. This is a very decent work for a first level,and it definately looks as though we have a promising new builder joining the ranks." - Orbit Dream (29-Aug-2006)
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