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A couple things I experienced so the Dev can get some feedback.
1) I was not able to finish the demo, never saw a dino, just walked around lost for 10 mins, but it could have been a factor of more below
2) Game menu was extremely taxing, I was also livestreaming during this, but it made everything stutter, even with a 4080.
3) Performance issues when starting, was smoother than the menu but still had to drop graphics or Low or medium to make it bearable, the only downside is those settings remove the light of the fog and just put me in darkness, which makes walking around hard to see anything.
Overall I think if you can bring the same kind of lighting to the lower GFX settings it would be easier, but also considering a 4080 was struggling there m ight be a lot of uncompressed textures or something (honestly, I don't know, I don't make games, I'm not smart enough) but I also don't wanna be that annoying gamer that says 'unoptimised' about everything.
Loved the atmosphere when starting off tho, I think you got something here that could be really neat!
Pour résumé, c'est une très bonne démo d'un jeu qui je pense risque d'être apprécié par les fans de dinosaure et les fans de jeu d'horreur. Il y a encore beaucoup de travail à fournir pour rendre ce jeu 100% fini mais c'est en bonne voie, les bases sont là et le plus dur est déjà fait à mon goût.
Yes, I also had this happen. The dinosaur sound also kept stuttering. I had my settings to Medium so I am not sure if that had something to do with my graphics settings.
I also loved the ability to have no music, it made the game much more tense and creepy, at least in my opinion. I was not a fan of the loud alerting sound when I first see the Therizinosaurus, though. I think it would have had more impact with me seeing it through the fence, standing there grumbling while being illuminated with the light post.
-First thing, direction. ive seen other comments pointing it out too, I know a visual was added to help indicate the current objective, which i did find useful and better the just having to guess. But i would suggest a more guided solution similar to the fireflies in the forest like lights that are different from other sources, like the yellow parking lot lights indicating its a new, different and explorable area. There was a point where the fireflies led to nothing and I think that was a very good touch/decision as it showed how these beacons in the fog help to illuminate and point out areas, but wont always show you the answer as they're not magic waypoints but insect and lights. Also unique objects would work well, like the APC that needed to be moved in the beginning, the helicopter, and the forklift thing that were different from its surrounding environment being the only objects of its kind, i think it would be good to illuminate and place objectives like them in a way that the player, even though they might have to actively search around for it, can see and instant point it out in there head as an area of interest or importance.
-Next thing the flashlight. there really is no point in having it since you need to get so close to something for it to be useful and even then, all you see on your screen is a fat close up of the wall or whatever. That flashlight compared to the one we see later, its a night and day difference. Something I suggest is making it illuminate better so its actually useful in dark areas, and I think it would be a nice mechanic where using the flashlight in the fog isnt as useful since it brightens up the fog partials, making it a little too bright to see outside. could give a reason to actively turn it off and on instead of just leaving it on all the time.
Those really are the only things I wanted to say, apart from there being some areas that are explorable but empty, like when the helicopter leaves and the player looks at an opened gate where nothing useful lies. If these spaces are used for something useful in the future then great, but there no point in having explorable spaces where there is nothing useful or interesting to find, id rather have a lock door then an empty room to explore.
- However, what I dislike is that the map is large, and the game lacks a map or marked points for navigation. This led me to waste time trying to find my way forward; for example, I spent over 10 minutes just trying to locate the basement because I was wandering around aimlessly.
- The stamina system, combined with the large map and exploration, makes it frustrating that my character is slow and becomes tired, preventing continuous running.
- Your game reminds me of the movie Carnosaur (1993). I expected to feel pressure and fear from surviving against dinosaurs in your game. I’ll be rooting for you!
Let’s start with the movement.
It feels more like I’m controlling a penguin rather than a human.
The controls are extremely sluggish, delayed, and overall, the character’s movement feels very awkward.
The environment is okay but appears too dark and foggy.
I understand it’s meant to create a horror atmosphere, but a bit less fog would be nice.
You could also place more things in the base; it still feels extremely empty and bare.
I walked so far that I reached the Therizino. It killed me instantly.
After restarting, it was already standing behind the fence, trying to kill me again. I couldn’t even make my way up without the Therizino chasing me down and trying to kill me.
That’s a bug that made the game unplayable, and I stopped playing because this bug breaks the game.
So all in all, it’s fun in some parts, but as a full version, it wouldn’t convince me at all with the issues I mentioned.
Especially the bug at the end with the dino waiting for you, without even seeing you first, completely ruins the game experience in my opinion.