Create a Classic 2021 - Venetian Night Adventure - Part 1
1,090 downloads

- Release date
- 21-Nov-2021
- File size
- 113 MB
- Class
- Venice
- Engine
- TR4
- Duration
- medium
- Difficulty
- medium
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| billie2001 ↓ | 7 | 8 | 8 | 7 |
| BlackWolfTR ↓ | 9 | 9 | 9 | 8 |
| dinne ↓ | 7 | 8 | 8 | 6 |
| DJ Full ↓ | 8 | 9 | 9 | 8 |
| eRIC ↓ | 8 | 8 | 8 | 8 |
| Jay ↓ | 8 | 9 | 9 | 8 |
| JesseG ↓ | 9 | 9 | 9 | 8 |
| John ↓ | 9 | 10 | 10 | 9 |
| Jorge22 ↓ | 8 | 8 | 8 | 8 |
| Jose ↓ | 6 | 7 | 7 | 7 |
| Leoc1995 ↓ | 9 | 9 | 8 | 8 |
| Lorax ↓ | 9 | 10 | 10 | 10 |
| Mahetus ↓ | 9 | 9 | 10 | 10 |
| manarch2 ↓ | 7 | 8 | 8 | 7 |
| MigMarado ↓ | 8 | 10 | 9 | 9 |
| Mman ↓ | 8 | 9 | 8 | 8 |
| Mr XY ↓ | 8 | 9 | 8 | 8 |
| nad ↓ | 9 | 9 | 9 | 9 |
| nerdfury ↓ | 9 | 9 | 8 | 10 |
| PedroCroft_ ↓ | 8 | 8 | 7 | 7 |
| Phil ↓ | 8 | 9 | 9 | 8 |
| Relic Hunter ↓ | 8 | 8 | 9 | 9 |
| Ryan ↓ | 9 | 9 | 9 | 10 |
| Saki Croft ↓ | 7 | 9 | 9 | 9 |
| ViridionSama ↓ | 8 | 7 | 9 | 9 |
| Category averages (25 reviews) | 8.12 | 8.68 | 8.60 | 8.32 |
Gameplay is mainly focused on puzzles and these are executed well. Hints to them are usually clear enough, I personally didn't struggle with solving them. However, I saw that some people complained about obscure hint to the Dragon statue puzzle. I understand that hint properly but it can be unclear for some players, so this might need some polishment. There are some platforming sequences that are done well, they're easy even for less skilled players. :)
The amount of enemies is balanced and the author provided plenty of ammunition and medipacks. Secrets are decently hidden with a good reward and "oconic" easter egg ;) There's very good usage of assets, however I sometimes feel that some rooms are too empty and it'd be nice to have a bit more decoration but after all it's still done properly.
Atmosphere of the level is truly awesome, it's very well done. I don't have any complains about the sounds, didn't find anything wrong. There's plenty of good camera hints, so I think players shouldn't get lost that easily.
Texturing and lighting is very, very polished. I can clearly see that Kubsy wanted to make more realisitc lighting and I think it works very well with the environment that he created. Awesome debut and I am looking forward to the part 2. :D Recommended!" - Mahetus
The level has moments of smooth gameplay and moments where it's easy to get stuck or demotivated, but the game is beatable anyway and it's decent. On the good side it doesn't bring bugs, softlocks, skips; it prevents too long backtrackings and doesn't require pixel perfect acrobatics. Tasks are quite basic although assembled in complex puzzles.
However, the large puzzles presented need more polishing around and a design that makes things intuitive (rather than tapefixing with hints that basically tell the player what to do). This level offers an iconic huge "puzzle timed run" that combines a puzzle with platforming, but where the most of effort for the player is not to actually beat it, but to understand what's the goal and all the steps required (including raising blocks with a different timing than the main run). This way the player "discovers" these things by failing an attempt after the other (plus getting misleaded by the faulty buttons). But there are other smaller examples anyway around the level, and everything falls behind a flat lighting with no contrast in most of the areas (or insufficient light), that doesn't help playing in general.
Aesthetically, as I said the main problem is the grey/flat light, that doesn't set a specific atmosphere and annoyes the eyes. I've lit a lot of flares to overcome this even when the light was sufficient for my monitor. Texturing is correct instead, although sometimes too repeated, while geometry could have been better because we get some big boxy areas occasionally.
Odd choices are a fountain in a classic library and outdoor balconies inside as well. But all in all the Venice atmosphere is there and fires help the library to look better and cozier." - dinne
The gameplay has good approaches when it comes to the puzzles, but also potential to completely confuse the player. What I really liked was shooting down the boxes to cross the water and the puzzle where you have to turn the snake figures. A bit confusing was the rolling ball puzzle, where you had to try different switches to create a path for the ball. Confusing, because the overview was not quite given and also a bit annoying, because the whole thing took place underwater, meaning you had to get air again and again.
Unfortunately, the puzzle with the 4-minute timer also is rather confusing without help. A good idea on paper but the implementation wasn't the best. Why? You start the Puzzle with a 4-minute Timer which is displayed on screen, during this timerun there are two more timed buttons, which have no timer or any indication that they are timed (inconsistency).
There are also no camera cues what these buttons actually do and once you used them, you have to press them twice so they get activated again. All this adds to the confusion, which could have been avoided by making a few changes. Visually, the level is looking good, especially for a debut level it has some very pretty rooms. A few rooms however feel a little flat due to lack of lighting and some rooms are a bit larger than they need to be but overall the author manages to create a lively atmosphere.
The music is appropriate for the most part, only in one area are there two pieces of music that play on top of each other, which I found somewhat disturbing.
For some variation there is a short boat segment at the end before the level ends with a cliffhanger. I'm eagerly awaiting part 2 and can only recommend this level! I'm sure we'll see and hear a lot more from Kubsy. =)" - Mr XY
I loved the setting; the atmosphere and ambiance were through the roof. Everything was clearly placed very purposefully to the best effect. Visually, the only minor issue is with lighting. There are some new approaches to puzzles and to timed-runs that I enjoyed a lot.
The issues with the level are related to communication. If the level is great but the player doesn't ever know what is going on (what happens after you pull a switch?), or what they can interact with, and often the player can't see much of the environment due to darkness, it becomes boring quickly. I have to admit: I couldn't end the level without the walkthrough (which I hate using). Heck, I could barely begin the level without a walkie... (Kuba, please read the PS below :D)
Both above and below I say a lot of things that are meant for the author and are criticisms, which are minor in the grand scope of things. Kubsy showed he's going to be great. He looked at great levels from great authors and learned, putting out an incredible debut! Congratulations and thank you for you undoubtedly amazing effort! Just remember: the masters are great because they make beautiful levels with amazing jumps and intricate puzzles. Yes. However, they are great because they do it so that the players can always understand what comes next, if they pay attention to the very direct clues. That makes it so that it is a challenge, but also a pleasure to solve on your own.
I recommend this level and this author's future output, fully. I also recommend the walkthrough for this level (thank you, José!). The level took me 1h10min and it had some minor challenging aspects, even if it was mostly easy. Beginners should be patient and use the ReadMe file and the walkthrough.
PS:
Let me be clear (spoilers ahead on this paragraph and the next - no need to read forward, it is for the author): 1)I had no idea you could push a table in the first building. I saw the markings on the floor and assumed you had to push the vase. When I couldn't push it, I moved on, since the markings were related to the vase, and the vase alone. 2)I had opened the final trapdoor (where you need to put the valve) at the beginning, and I didn't even notice it opened, so I couldn't find where to insert the valve... This happens more times throughout the level, yet not many make you "stuck". 3)The underwater puzzle was also too hard, since the camera didn't show everything I needed to know to solve it faster, and I kept drowning or being poisoned. My point is: always let the player know clearly what happens when you pull a switch, and if an object that needs to be pushed is out of the ordinary, be clear to show it through the floor markings directly. Darkness is also a hindrance, especially because it adds to these problems, making the gameplay frustrating.
Another (minor) issue (spoilers): going through that amazing library portion with the noble goal of getting a... crowbar...? The story is limited in scope, and the pursuit of this object drives most of this first level. Shouldn't it be an interesting object? Shouldn't the crowbar be a casual find, like the uzis or the laser sight? It is anti-climactic to go through all that amazing puzzles and beautiful scenery for a measly little crowbar. I know it doesn't seem like it now, Kubsy, but I am really happy with this level. I loved it! Congratulations again!" - MigMarado