A very short and simple quest that was made for the Two Week Random Themed Quest Contest. You start the game by choosing one of two classes: Offensive and Defensive. This feature offers replayability and gives players a bit of freedom in how they want to play. Please read description for more info.
This is a very short and simple quest that was made for the Two Week Random Themed Quest Contest. The theme I chose was, "An adventure game where you meet forest spirits in the darkest caves". You start the game by choosing one of two classes: Offensive and Defensive. With offensive, you have a vast variety of powerful weapons but are weaker to enemy attacks. With defensive, you have incredible strength against foes but lack incredible power in your weaponry. This feature offers replayability and gives players a bit of freedom in how they want to play.
Other features include:
Two dungeons that can be done in any order.
- Several optional secrets to search for.
- Two endings.
- 90% of the overworld to explore right from the start.
List of changes from the original 2 week version:
- The final boss is completely redone.
- All the bugs that have been found before have been fixed.
- Very minor enemy edits.
- New SFXs.
BUGFIXES:
12-20-14:
See page two of the help forum here for the list of fixes.
11-30-14:
Forgot to change some header settings.
Story
You wake up in a mysterious dark cave with no memory of who you are. A dark voice is ringing in your ear saying, "The spirits...find...the spirits". A spirit approaches you in the cave and asks you to find her other sisters who have been missing for quite some time. She claims if you help her find them, then she'll help you to remember who you are.
Tips & Cheats
- Do not underestimate the boomerang. It is more powerful than you think. - Exploration is a key to getting through this game.
Credits
QUEST CREATOR: RedTribeLink
TWO WEEK QUEST CONTEST: Hosted by: Freya
TILESET: Moosh
SOUND: HelptheWretched Vgmusic.com Tabsim
(If I missed anyone, please let me know and I can give you the proper credit.)
Aevin
Edited 08 December 2014 - 05:53 AM
I like this one a lot. It's a wonderful bite-sized quest with a lot of unique ideas, tight enemy placement, a couple of interesting puzzles, and fun secrets to find. It shows that a quest doesn't have to be long or terribly complex to be fun, and that length isn't an indicator of quality. The offense and defense choices were balanced remarkably well, allowing for unique play styles depending on which choice you pick. Some things were harder and easier with each upgrade, but neither seemed obviously better to me. I finished both paths, and found the secret area. It appears I've gotten everything out of it.
I didn't know this was a two week quest when I started playing, and was confused by the presence of so many bugs and other small issues when other things seemed such high quality. Now it all makes sense. However, I believe most of these issues could be fixed in an hour or two, which would elevate this quest beyond a two-week quest and earn five stars from me. I understand if you don't want to put much more effort into it, but here's my bug list if you feel like fixing some of this:
Bug List
I know they fit the theme of the level, but the Darknut Snake enemies seem weird as Darknuts. I was positive I was supposed to kill them until I'd exhausted all my options. Why not just make them fireball snakes instead?
The ladder doesn't function in Waterworks Palace. It could easily be designed around, maybe with a secret tucked in there somewhere to make it useful. Players tend to feel cheated if you disable their items without a good reason.
Clocks stun enemies for such a brief time it's not useful at all. Either get rid of the clocks, or increase their stun time.
In the bomb upgrade room in Waterworks Palace, it seems like there should be a guy there, but there's only black space.
Maybe the pre-boss rooms in the dungeons should be empty of foes to avoid being attacked while standing on refill tiles.
Placement of the text boxes should be adjusted so they don't cover up the NPC's or Link.
Colored text for the three spirits would help make it more obvious which of them is speaking.
The boss for Waterworks Palace speaks while spawning. Maybe use a cutscene room with him visible and then warp the player to the fight?
There's very little use for rupees. I'd suggest including a general store that isn't hidden. Maybe you could have an optional item in there that costs a lot of rupees? Or an arrow upgrade room somewhere?
The cset for the red lynels looks very strange. It could be from the weather layer.
No Enemy flags should be used to prevent enemies from spawning where the player can't reach them, and to block tektites and jumping zols from jumping too far into unwalkable territory.
You can walk through the mountains above the Dark Spirit's cave with the ladder and drown in the water there.
The life bar for the boss in Ember Crater doesn't appear to function, and there is no life bar for the Dark Spirit.
You can reenter the Dark Spirit's cave to fight him again after defeating him.
The blue star screen in the swamp is bugged. Using the ladder near the burnable tree lets you walk over to where the tree is (but not back for some reason). With the tree burned, you can walk onto the black screen below and get stuck there unless you F6 or use the medallion.
You might consider making the secret area a little less difficult to find. More of a visual cue when stepping between the flowers would be ideal.
Not a bug, but a suggestion if you have the time: The endings are a little unsatisfying. It'd be neat if there were some kind of boss fight against the spirits that you could trigger by getting one of the super secret items that led to a third, more positive ending. Just a thought.
Some of the dialog could use a bit of polishing.
Dark Ice Dragon
,
nicklegends
and
Joaish (RedTribeLink)
like this
Dark Ice Dragon
Posted 03 December 2014 - 05:22 PM
5 star for this little gem ! this quest is the proof that even a short game may be really great
Avaro
and
Joaish (RedTribeLink)
like this
Valientlink
Posted 02 December 2014 - 01:09 AM
Why'd my rating get deleted? Oh well, I rated it a 4 but I guess I'll give it a 5 now
Joaish (RedTribeLink)
likes this
nicklegends
Edited 01 December 2014 - 02:55 AM
I had a beautiful, four-paragraph review typed up for you, but it accidentally got deleted. Here are the points I remember from it.
I like how your initial choice impacts the rest of the game and it determines more than just attack power and health. I also appreciate how you hide secrets: creatively, but not so obtusely that one has to bomb every wall and burn every bush. Your Level 2 was executed really well in a small space. It would have been nice if there were a little more game play after the final decision; as is, the ending is somewhat abrupt. The music was only fair, but it was redeemed in other aspects of the game and then some.
I recommend this quest to anybody who wants a quick romp through a carefully-constructed world that doesn't demand you pull out your hair.
Joaish (RedTribeLink)
likes this
nicklegends
Edited 01 December 2014 - 01:37 AM
I noticed a few minor errors when I played, mostly with regard to visuals.
1) On the screen with the Swamp Compass, there is some odd layering that causes the bubble to appear to jump "behind" the cliff. 2) On the northernmost screen of the snowy area, the upper rock allows ladders when it doesn't seem like it ought to. 3) In the string "The directions on the wall will tell you what each of them do," The word "do" should be "does." 4) Later, a string says "temerature" when it should say "temperature." 5) Near the same time, a string says "anwer" instead of "answer." (Though I can't find this string in NJF's Let's Play, so maybe this never happened.) 6) When you pick up the swamp key, "dissapeared" should be "disappeared." 7) I'm not sure if this is a ZC bug or not, but the tektites in the snowy area tended to gravitate toward the bottom of the screen and stay there, making them nearly impossible to kill.
I hope you don't mind my offering these. I really enjoyed the quest and I think tying these loose ends would make it even more polished.
Avaro
Posted 29 November 2014 - 12:06 PM
I've played the 2-week version and really enjoyed it Would play again!