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Level: The Temple (Demo) back home search
Author(s): Osvaldo
total rating:5.39 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
alan 6 6 7 5
BHM Productions 5 3 7 5
DJ Full 5 4 7 6
Gerty 3 6 6 4
Jay 7 6 7 6
JesseG 6 5 5 4
Jose 5 7 7 5
manarch2 4 4 5 4
Orbit Dream 6 5 5 6
Phil 6 7 7 4
Ryan 5 5 5 4
category averages
(11 reviews)
5.27 5.27 6.18 4.82

Reviewer's comments

"What I didn't like was the darkness in almost all the level. There were a few flare boxes here and there, and I felt relief every time I found one. Some parts like timed runs and puzzles to deactivate spikes were nice. But always when the poisonous darts hit you, you have to use a medipack and I spent a lot of them. It's the first time I saw those quick-firing darts. They were nasty. I didn't find any secrets, so they are well- hidden. It's easy to go near the end of the level without grabbing the final puzzle item, and if you do that you can't go back the long slide. You can either load a saved game or go all the way back to it. Lucky I had saved near the maze. Not so enjoyable, there are certain aspects to improve in the full version, which we don't know if it's going to be released soon." - alan (13-Apr-2017)

"Two big NO’s in this level: one was the darkness (mind you… you do find flares but it is quite a bore to walk around with a flare all the time) and running around in a maze like area, I really do hate them. There are some nice tasks in here but I already was a bit in a foul mood (see above). Will this demo also end up as most of the other demos, meaning never get finished? To be honest I would mind. There is some decent camera work but the level was too dark for me to get an idea where I had to go. Enemies were placed well and the timed runs the pits. Told you that I was in a foul mood." - Gerty (15-Aug-2016)

"This level could just have easily been released in 2001. There's little to distinguish it from the very earliest custom levels out there. And talk about dark. I manufactured unlimited flares for myself near the start and flicked one after the other until it was all mercifully over. I literally had to force myself to keep going at times, and I marvel at José's fortitude in sticking with it long enough to write a thoroughly documented walkthrough that even covers the three obscure secrets. Even with José's help I consumed an hour and a half of net gaming time wading through the level. On a positive note, had it not been for the darkness and the constant backtracking, it would have been a fairly decent raid. The builder has now had two chances to get it right, and so far he hasn't come close. Play this one to satisfy any masochistic bent in your psyche." - Phil (28-Jul-2016)

"When we load this level up, this level's major flaw presents itself: it is far too dark, almost pitch black in some places. Because of that, it was a bit of a nightmare for me to complete. Some of the timed tasks were fun, although the level could have been structured better to avoid backtracking from one end of the level to the other, which got on my nerves after a while. Hopefully these things will be fixed in the full version." - Ryan (10-Jul-2016)

"Although it is pretty much a full cave level in its own right, the fact that it says Demo gives me hope the author will make improvements in certain areas. Starting with the textures, it seems the author still needs to learn how to take pieces of textures when needed for smaller surfaces, so they aren't squashed everywhere. They should also learn to partition the walls more efficiently to reduce the amount of warped textures there. The lighting needs to be brighter overall, starting with using sun bulbs to make things less flat, and colors should be used in bulbs instead of ambient lighting so the color doesn't overwhelm the view. I was quite thankful each time I found a new bundle of flares. The strongest point is the gameplay, which includes a few nice little timed runs and acrobatic sequences. However way too much of it revolves around those poisonous darts, which had me use almost all of my medpacks. The layout is also rather poor, leading to lots of required backtracking, plus a lot of extra lost time if you forgot the guardian key at the end. The use of decorative objects is a decent start. There should be much more camera cues for the many switches in the level; as it is now, it's a wild goose chase figuring out which fire was put out or which door was opened. Overall, while the author needs to continue learning fundamentals, it is a decent start and I hope they keep at it. 46 minutes." - JesseG (11-Jun-2016)

"This settomb-type level could be much better without the continuous darkness in almost all rooms; at least I should give it a "7" in the gameplay section and the rate for lights and textures should be higher too. The design is good, the timed runs are not very tight, and there's no much backtracking; there are variety of tasks and well placed enemies, with enough ammo for the shotgun, but perhaps there are excessive dart traps in some areas; I say this 'cause the darts are poisonous, and you'll need to waste medipacks each time they hurt you. The secrets are ver hard to find. Some old musics and several cameras give a nice touch to the level, but as I said, the extreme darkness completely ruined the game. It's a pain." - Jose (28-Apr-2016)

"For few brief spots we leave narrow corridors into larger rooms which, though still boxy, should be more frequent and last a bit longer - in general you should base levels on focal points instead on a net of corridors interrupted with something better. The lava room is undershaded, some other rooms are underlit and definitely more flares should be provided. Puzzle design is clear but drags for too long, like we have to go through a dart trap seven times (sic!). I also sincerely dislike the secrets included here: 1) flames deactivated somewhere in a level, in a place you will never guess; 2) a lever doing a different thing than it used to do before the room containing it has flipped. You need to know involving luck or nonsense kills any wish to solve such things though I still cannot count how much time I wasted on trying. It's all right if secrets are harder puzzles but they require ANY hint provided if you wanna call them puzzles at all. SUMMARY: A short yet serious work. What is great about it is the author has obviously read the manual and cared to obey the basics well, so while the level is far from perfect it raises background expectations which are like watching a seed about to sprout." - DJ Full (28-Apr-2016)

"Well, well... if you are into dark mazes, then this is a perfect choice for you - but "you" are not in the majority then, because many people (including me) hate them. Admittedly there are some nice tasks in this level (such as timed runs, jump sequences and smaller puzzles) but since so much time is spent on passing pitch dark passages it mostly stays a level that is mediocre at best, and that only because there are some shortcuts that make things a bit more bearable. There are also too many "small" enemies like scorpions and bats and annoying arrows in my opinion although some enemies are nicely placed. Because of trying to get quickly past this level I just wanted to finish, I only found one secret of the two by chance. Visually it's fairly bland looking, not even counting the too dark spots, and texturing is often rather uninspired, yet there are a couple of better rooms as well. The use of cameras and sound is solid and overall the atmosphere, although claustrophobic, works in its way. A not very fun 35 minute effort that is rather a step backwards in the builder's evolution, I hope that a potential full game is bar of a) mazes and b) darkness." - manarch2 (16-Apr-2016)

"I'm generally not in favour of demos as I can't quite see the point; either it's brief and thus hard to judge or it goes on for over an hour (as this does) and might just as well have been released as a complete level, or part of a series. It just means players either go through it all again or ignore this part and wait for the full release. Anyway, there is actually a lot of fun to be had here, but also one or two frustrations as well. My first, and foremost, complaint is that it's far too dark. When you play in a darkened room on a new, properly adjusted monitor and you still have trouble making things out then you have to question the builder's choices. Frankly, if I hadn't been able to give myself a lot more flares I would almost certainly have binned the whole thing in the early stages. That would have been a shame as I really enjoyed some of the timed elements, traps and puzzles. There's not much enemy action - a few jackals and some annoying bats and there's plenty of exploring to do, but it progresses logically and I didn't get stuck at any point. As I said, much to enjoy but I really would implore the builder to make the finished version much less gloomy and perhaps fewer bats would be nice. Also, as the game finished, and what I assume was the end music began to play, the screen went blank and I had to cancel the game to get out, but I'm sure this will be addressed before the finished version comes out." - Jay (15-Apr-2016)

"I see a lot of potential in this level. The use of sound, lighting, and mood were very prevalent and it all made for an incredibly atmospheric level so far. Gameplay and platforming puzzles were pretty neat and well-designed, and overall I had a decent time playing this demo. My biggest complaints have to go towards the general level design and enemies. The lighting throughout the level is really dark almost all of the time, meaning many flares are needed, but not enough are supplied. Couple this with the fact that much of the level is long hallways and tall chambers with very similar textures, and you'll find yourself getting lost often and losing track of what you are doing. Also, the amount of bats you have to deal with just got real annoying. Other than that, I was mostly impressed with this level and I wish the creator the best of luck with finishing it up. They're doing a pretty good job so far!" - BHM Productions (13-Apr-2016)

"Although this 75 minute level is absolutely crammed with things to do,remarkably little of it is actually enjoyable.This is mostly due to the all-encroaching darkness (there are enough flares to be discovered along the way;but,honestly - where's the enjoyment in having to constantly light one up?);but the maze-like construction becomes highly irritating at times,as it's often very difficult to remember where you've been and where you've yet to go - and you keep ending up at places you had dearly hoped to see the back of.From what I could discern through the incipient darkness,textures appeared to have been decently placed;and cameras were generally used well (although the sameness of the various corridors meant that any such camera clues were generally unhelpful,as it was very difficult to distinguish what locations they were actually pointing at).Enemies were possibly the best feature;as,although not plentiful,they attacked at unexpected moments.There were also one or two interesting challenges - the back-flipping jump sequence;the timed run up a ladder and over a chamber;but others were just irritating (especially the timed-flame pole climb) or somewhat baffling (the crumbling platform lava- chamber,where one important-looking door remained closed).It was ultimately one of those levels where I began hoping,from about thirty minutes in,that the Finish Trigger would soon make its appearance.Sadly,I was overly optimistic." - Orbit Dream (13-Apr-2016)
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