Tempus Triad

Tempus Triad

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Mendesz  [developer] Sep 13, 2024 @ 6:48pm
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Tell me what you think of the DEMO. Whether positive or negative, it will help me improve the final version.
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Showing 31-45 of 147 comments
sdejaneiro Oct 8, 2024 @ 10:44am 
Pros:
- Foggy environment has an otherworldly feel, and messes with your head. You don’t know what’s out there and often you may just get a glimpse of a silhouette. It reminds me of the movie, “The Mist,” which I enjoy.
- The game is "bright," which seems like a mistake for a horror game, but it's this brightness combined with the heavy fog that creates the terrifying experience for the game. You can see, but not all that well, and just because it's bright outside doesn't mean you're safe.
- The basic premise is intriguing and has a lot of questions: What is the military doing with this machine? Did the protagonist work for them or was the machine discovered and taken away? “Just one more time and this will all end.” What does that mean? Has the protagonist tried multiple times before to fix the past but only fails every time? Maybe changing the present for the worst each time before that?
- Compsognathus are very small and cute, and you can easily be caught off guard by their size. They seem harmless or at least, barely a threat, but they are very vicious and hunt in groups. It’s good to have some dinosaurs like this in the game because not everything that is scary or threatening has to be big.
- Therizinosaurus is a great choice because it naturally possesses long, sharp claws like a monster. Couple that with the fog-filled environment and you get a very creepy silhouette. My first encounter with him actually startled me because I truly did not expect it. You turn a corner and oop! There he is! The sudden and intense music added to the sense of fear and shock.
- The graphics are decent for an indie horror game, and the dinosaur designs are quite impressive. There is also some variety, as there should be, meaning you may not fully know just which dinosaurs are out there until the end. It keeps you on your toes.
- The use of wind, rustling, insects, and bird calls give the otherwise mostly silent game some natural ambiance. The lack of a proper OST is actually a good thing because it makes the experience more immersive and realistic.
- The end of the demo implies raptors will appear in the full game, which is fun, and being cornered by a T-Rex seems like a fitting send-off.
- The Carnotaurus in the tunnel was a pretty creepy find. Even if he ultimately didn’t spot me, it was still a startling find.
-The menu music is delightfully creepy!

Cons:
- Some sounds are much too loud or very strange and unnatural. The first two dinosaur roars I heard did not have a proper “direction,” seeming too close yet with no specific origin in any direction. I could also tell it was pre-recorded audio due to some sound “noise” that can be heard during the roar.
- Therizinosaurus has a weird “wind-up” roar that almost reminds me of a car trying to start. Is he laughing? Or is this meant to be a normal sound he makes? It sounds out of place regardless.
- The music that plays during the “DEAD” screen is WAY too loud and shrill -- painfully so.I had to take out my earbuds because it was too much. The shaking text also is kind of cheesy. Just a simple “DEAD” in red text and toned-down music would be efficient.
- When you first awake from the machine, eerie and intense music plays but it’s confusing and repetitive because it’s much too soon. There is nothing amiss at first, so the player has no reason to feel apprehensive or scared, and the track is short and loops too much, which is irritating. Perhaps the music should play when the siren goes off, or when you hear the first dinosaur roar?
- It’s much too quiet at the start. I know it’s a military base and not the woods but there isn’t even any wind. I would think there’d be other sounds, too, like soldiers moving around or equipment running.
- It’s easy to get by the Compsognathus -- too easy. I can actually just hug the wall of the building the spotlight is shining on, and the little guy in front of the spotlight not too far away doesn’t notice me at all. I mean, yeah, it’s a game so “game logic,” but it seems way too easy. Maybe you have to throw a rock to make them look elsewhere? Or have the one in front of the spotlight moving around like the others so you have to time your own movements?
- There is not much to do in terms of exploration. The map seems larger than necessary, and too “empty.” Maybe there should be items to find, like, documents or notes about the military base and whatever they’re doing there? Maybe have some corpses of soldiers you can rummage through and get keycards or documents? Just something to give the player more to do than just roam around and hide. It would also add to the story if we had more to discover.
- There is a bunch of text at the start that explains the basic story until now. It seems like too much exposition. Perhaps we find out about the protagonist’s tragedy as we progress through the game, maybe with memories or maybe he can comment on a photo he has of his family?
- Being able to toggle crouch would be much more intuitive than having to constantly hold the button down in order to do this action. Crouching to make less noise makes sense in a game that relies heavily on stealth, and if the sound of footsteps is meant to be unnoticed by dinosaurs nearby, then that’s not very believable and makes it less scary.
- The character’s breathing after running is a bit too loud and goes on too long. It always sounds like he’s breathing to calm himself down due to stress but I don’t think he needs to do that all the time after running. Having him take deep, calming breaths after a chase or after spotting a dinosaur on the prowl would make much more sense.
- Having the objectives appear at the very top of the screen in a narrow black bar and having the dialogue appear at the very bottom in a narrow black bar seems like bad UI design. I would think subtitles should be higher up from the bottom of the screen, maybe even with a way to adjust the color/size in the menu. Objectives should appear closer to the player’s line of sight, and there should be a way to keep track of them. Maybe have a notebook or have the protagonist use his phone (if he has one) to keep track of things.
- Therizinosaurus seems kind of bugged. He killed me because he cornered me during my first encounter, but then he was still standing in that same spot when the game reloaded, making it difficult to get by him. I know you have to stare at him to prevent him from moving but technically, after the player dies, shouldn’t the “world” reset? He should just be back in his original spot. He also got stuck on a container when he turned around and was just walking in place.
- The “weeping angel” gimmick for the Therizinosaurus may be effective for some, but I think it’s an odd choice here. I don’t understand why an animal would behave like this, so it’s kind of awkward. It’s not the worst choice for a scary experience, but also not the best. Even just standard stealth mechanics would be better, like, having to move around quietly and hide as the Therizinosaurus patrols the area.
- The T-Rex at the end needs a little more detail to his model because he looks a bit too “smooth.”
- The T-Rex sort of pops up out of nowhere at the end. I would think he’d make noise when he walks towards the player, which would make the turnaround and subsequent reveal a lot scarier and much more believable.
- Some of the dialogue/text is awkward. “Find a general to learn what happened” doesn’t make a lot of sense. Wouldn’t finding anyone be sufficient in that situation? “I can crouch and squeeze through here” is redundant because no one would say that and it’s just stating what we’re obviously all thinking.
- The truck alarm that goes off could have been a good opportunity for a chase scene or a stealth-centric scene because it could have easily got the attention of a dinosaur in the area.
- The roar the Carnotaurus made inside the tunnel sounded way too close and yet without a specific direction. It would have sounded farther away, since he was still way back in the tunnel, and there would have been an echo effect.
- The characters gets out of breath too easily, and with as much wandering as we need to do, we definitely could use someone with a bit more stamina. Unless, of course, the map is decreased in size or there are more things to do/explore. Then maybe the need to run so often wouldn't be necessary?

I really look forward to the finished game because this reminds me of "Jurassic Park" meets "The Mist." The atmosphere is solid, the dinosaur designs are generally quite good, the lack of an OST adds realism, and there are some decent scares. Keep it up!
Last edited by sdejaneiro; Oct 8, 2024 @ 2:57pm
JC Art Oct 9, 2024 @ 1:39pm 
So, I haven't read the other feedbacks, so I hope i'm not just saying the same things everyone else is, but here we go.
The game certainly has alot of promise, but in the current state of the demo, its a bit iffy.
The main issues i had were:
1. a lack of direction
2. the audio could use alot of work
3. everything is a bit too scripted and linear for my taste so far.

1. The areas were very open, the fog was very dense, and the captions saying where we need to go don't give us any clues as to where these things may be. 2 great examples of this are after the Quetzalcoatlus scene (including the helicopter scene immediately following it), and the "i need to get out of here" scene immediately after Carnotaurus, where i kinda just wondered around blindly in the forest until i came across the opposite side of the helicopter, where i was whipped around to the boxes then the demo just kinda ends. Something i noticed was that there were several areas and rooms that simply had nothing in them, they just existed to exist, and they were completely free for the player to waste their time in. Next to the big gate after the helicopter takes off, theres a smaller gate that has the door open, and i naturally assumed thats where i was supposed to go because the open door was illuminated and green, while the big gate had a red stop light next to it, when maybe the door should have just been closed, and the lights behind it turned off. The flashlight also ended up being useless, since the game is so bright and the enviroments so open. maybe if there was a darker maze-like section, it'd get some actual use.

2. The audio "scared" me more than any of the dinosaurs did, simply by being sudden loud sound with no purpose for existing other than to basically yell "BOO! did i scare ya?" and that's something people call "cheap". The lack of some kind of ambience and/or music also kinda messed with the vibe. it made the sudden starting and stopping of the dino noises much clearer, and messed with my immersion in doing so. Also the breathing was way too loud, and also not very clear on what it actually meant. I assume there was some sort of stamina system i didnt get to make use of?

3. Maybe i've just played too many games or something, but everything, besides the Therizino having a weeping angel mechanic in the first place, was very predictable. In fact, some things were so predictable that i was genuinely surprised when nothing actually happened, like the carno was obviously going to chase us down the tunnel, but then it just kind of didnt, or the spino was obviously going to jump out at me or start chasing me, but then it just didnt. basically the scares that did happen were very predictable, but the scares that didnt happen felt like a missed opportunity.

some other little things that dont really fit with the other sections,
. Weeping angels without any kind of reason to look away from them are super easy to feel safe against.
. The settings menu could use some work.
. Having more things to do besides walk, run, and press buttons would go a long way to making it feel more like a videogame.
Local-Maid Oct 9, 2024 @ 9:34pm 
Can we start with the kyecard to the ak-74 and rpg to defense
Muldoon X9 Oct 14, 2024 @ 9:38pm 
Bug report: so I got stuck for a bit in the container maze with the tall dinosaur with the long claws. I was having fun looking at the model, but because of this, I accidentally got him in a spot where they were right next to the container with the ramp. So when I died, he was right next to where I needed to drop down. Luckily, going back to the main menu and then load game fixed it. I think the dinosaur position should reset when you die and reload a checkpoint.

Also I wish the map at the beginning was a little more helpful. When looking for the general before the helicopter crashes, I was looking at the map for a helipad and didn't see one.
ElysiumNight Oct 16, 2024 @ 12:51pm 
id suggest more environmental clues where to go if you don't want a marker on screen, be nice if there where actual death scenes instead of you died , and i don't understand the logic on the weeping angel wanna be Dino that makes no sense to me, i loved the atmosphere but you def need more environmental hints where to go too often i didnt know where to go
Gecko Oct 16, 2024 @ 9:17pm 
Played through the whole demo and kind of split overall on how I felt about it. The atmosphere, the jump scare, the concept, and dinos are all good in my opinion so I think there's potential, but also not rushing back to play full release currently.

Some of the sore spots (major to minor):

- Map feels too empty and open and there's not a great indication where to go. I almost quit playing when I couldn't figure out how to move the initial car since I had already been down the street before I got the prompt to move the car. I think some of the pathing was more straight forward after the initial area, but the first area was a big killer of interest in the game.

- I think keeping the next objective somewhere on screen would be helpful. It kind of pops up, fades away, and then there's nothing really indicating what the game wants you to do next until you stumble onto it. Sometimes left me wondering if I did what the game 'thought' I should be doing

- The interest in seeing dinos is what kept me playing through the initial car frustration. Might be easier to just make a button or something more simple/direct to get the player to the basement and into the meat of the game.

- Can I have an option to turn off head bob?

- Initial Background/Story screen - I don't know if it's the font/coloring or the way the lines of text are structured but found it hard to read for whatever reason

Other: Just a general question, does the flashlight or crouch/crouch walking impact player interaction with the environment at all? Not sure if it has mechanics were just not represented in the demo, but from a player standpoint just wondering if there's any sneaking style gameplay to avoid dinos other then just figuring out the best way to path from point A to point B
Demonic Spartan Oct 17, 2024 @ 9:37am 
Great start so far. Like other have said, the map itself could be improved upon with markers or direction of some kind. Loved the style of the dino you can't look away from. The fog mixed with their looming figure was quite eerie and spooky. Hoping more happens in the bunker underground, that area made me quite tense and scared.
MadVice Oct 18, 2024 @ 6:49pm 
Not a bad start, but I have a few issues with it.

Gameplay:
One of the greatest sins indie horrors have is overdoing jumpscares like you do in your game. Jumpscares good for releasing tension. For this to work you need to build up tension first. Imagine it like pulling a string on a bow. To shoot far and to be accurate you need to pull the string far enough. Build up tension by hinting there are things lurking out there like you did it correctly, but don't release this tension without a good reason. Example like the random deer jumpscare before the Therizinosaurus. It ruined the reveal for me. The reveal could be more impactful without it.

The flashlight is almost useless right now, the lights range should be doubled if not tripled.

There should be an objective tracker instead the main character telling you everything. Some lines feel unnatural because of it.

Audio:
I think the enviromental audio was good enough. I would edit the running stepsound into more frequent sound. Running felt slow and floaty with the current sound.

Graphics:
My only issue was that the strong film grain was distracting especially looking at distance objects.

The atmosphere was great.

Movement:

I would cut the headbob while walking, and make it much smaller and more frequent when running. Running should feel like running both in audio and movement. There is no indicator when you are running out of stamina. I suggest you put a slight screen effect when the player is close to running out.

The Therizino movement were awkward (sometimes it looks like it's balancing on one leg). It shouldn't freeze in pose when we look at it but it should change into a neutral pose. It would feel more natural and creepy. (I get that it is a weeping angle trope and it should not move when it's looked, but it's an animal hunting in the game like a cat hunting a mouse).

While crouching you shouldn't able to stand up while you crouch under something.

Level design:
The first part of the map need a rework, it's too easy to get lost. Other than that is kinda nice. I don't know how I did the first objective (talk with the soldier to move the vehicle) but I would cut that.

Summary:
There are issues with the game but it's enjoyable and has a great potential to be a good horror game. Everything I wrote here is a suggestion but I believe they would make this game better.
Worldzworstgamer Oct 20, 2024 @ 12:59am 
Please get rid of the head bobbing. I know that there are many others and not just me who don't lie that in games.
Juanwolf135 Oct 20, 2024 @ 10:57pm 
I found this dinosaur horror game quite interesting, but some things should be corrected such as:
-Although it seems like exploration, it is very linear.
-In the part where we must go to the laboratory, some guide is needed for the player, since some areas seem accessible but are not.
-The model of some dinosaurs needs rendering and optimization, as does the game, the fog, despite being fine, causes the game to have some slowdowns and delays.
-The Therizinosaurus's AI needs to be improved, when I arrived at its area, it would not let me enter from the entrance, I had to make it go to another place to be able to enter its area.
-The Carnotaurus model
Dinosaur eating is very good, but at the end it seems to need to be optimized.
That would be some things to improve for the official version, I loved the demo and I hope to see this good dinosaur horror game officially soon.
THANK YOU VERY MUCH AND I HOPE TO BE ABLE TO TRY YOUR BEST VERSION.
Only thing that I have is, actual npcs, cause it feels very very lonely at the start, and maybe have the fog roll in later? it feels really oppressing and makes it kinda hard to find the way in the beginning. after the like time portal nap would be when id expect the fog, but before that just made it confusing where to go
Taiki33 Oct 23, 2024 @ 8:58pm 
I enjoyed it made it all the way to the end, got lost a couple times, hard to see in the fog but was able to figure it out quick enough to not be an issue, i like the idea of having dangerous sounds coming from areas that are either the wrong way or very dangerous. Had a decently hard time getting past the Therizinosaurus, it moved faster than i could run and i could not shake it or sneak past while crouching. Only way i made it past at all was leading it in the wrong direction dying then going the right way with it stuck over where it killed me. Loved the jump scares and saw alot of different dinosaurs. i wanna know whats in the lake!

Suggestions are maybe make the maps in the game show where you are, the 2 i found both seemed to put X in the same place. The game is super dark in some spots on top of foggy, i would love a flashlight. At least later in the game. I wish crouch would let us sneak past the dinosaurs, from what i could tell it didnt make a difference.

All in all i had fun, im going to wish list and keep an eye on it for later.
SuperCosmicWafer Oct 24, 2024 @ 3:56pm 
heeey it was really good, ill talk about the encounters im no expert on dinos so ill just describe them
-the little ones, pretty nice, idk if i didnt hear them roars but i think they dont have? would like to hear them
-Maaaan the one with big claws waasss so scaryy, i mean just the first time i saw it, the sound effect u used was peak that was really scary plus its appearence, i wish there was a visual effect from just looking at them like amnesia or other games around, but after he killed me he stood there, and then i realized how it works, after that was just puzzling, i reaaaally like it how it moves its head looking at you, but i cant help to feel like it was a machine, after the first kill i thought it was actually a machine, the roars can get a litle annoying? also i would like it to just slowly walk backwards till the initial point after u go trough the door, than just keep walking
-the walk by the lake? it think it was a lake, i didnt see anything but the sound played anyways so i lost a litlle there, i also wish i could get closer to the dino eating i dont care if it eats me, and maybe if i were too loud running it would chase me as well.

anyways thanks for sharing this demo i enjoyed it, i like and dislike the fact that it took me really long to figure out things but i think that it is just part of the esscense of the game, taking the time to look around i wish i could jump its a litle detail but taht could be cool,
SICK GAMEEEEE
Last edited by SuperCosmicWafer; Oct 24, 2024 @ 4:25pm
limbs Oct 29, 2024 @ 7:06pm 
Lovely graphics! There could be so much more story behind it though (I understand it is a demo!)

I got stuck at one point when the little dinosaur kept biting me, couldn't exit the game, just kept saying I died (maybe a bug?) so I stopped playing.

I REALLY like how how the visuals slowly turn into a cinematic aspect ratio before a cut-scene or when the player is going the correct route - it is a clever way of telling the player they're going the right way, you should keep this in the final product, quite satisfying.

I think the stealth mechanics could be introduced more clearly; give a clear tutorial

I love where this is going but definitely look over the code and provide more lore for the game - unless it's going to be an action shooter - because a good story would drive this game so far :)
Big Doge Nov 4, 2024 @ 12:22pm 
I'm in the same situation as some of the other users. Stuck at the point with Freddy Krugersaur where it's waiting for you,and there's no way past. I'm loving the game overall so far. The atmosphere is great, mechanics are a little bit clunky but its a Demo so not expecting a polished product just yet. Navigation needs a bit of work, something like an interactive map, or at least a "document" with a live positioning marker would be helpful. Also to mirror some of the other comments, a bit more "object density" in the map would be ideal, or reduce the size of the map so you don't end up doing the aimlessly wandering around thing. I actually like the idea of a more linear game, so i'm different than others, but if you're going for a game like that, perhaps introduce weapons and have more enemies early on. Keeps the pace of the story up.

All that said, I'm really looking forward to the finished game, and you have 100% of my support. This one has tons of potential.
Last edited by Big Doge; Nov 4, 2024 @ 12:23pm
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