A New Year's Experiment
Overview
Feature Quest
Creator: Thomas G. House Genre: Miniquest Added: 31 Dec 2015 ZC Version: 2.50 Downloads: 323 Rating[?]: |
Download Quest (0.91 MB) |
Information
A quest that has nothing to do with the new year. The "experiment" here is that at the beginning, you get to choose between the bracelet, candle and ladder, and this decides your dungeon progression.
About Reviews Comments Forum Topics
Eddy
Edited 09 January 2016 - 04:14 PM
While I do like the idea of choosing an item at the start which then determines the rest of the quest, there were quite a lot of problems I had. The only good things I can say is the choice at the start, which is a unique idea and that ending dialogue. I found that pretty funny
My main issues though are more directed towards the dungeons. I'm fully aware that you can walk through walls, but there's plenty of cryptic stuff here and the dungeon in the ocean area and the final dungeon got insanely confusing, with hidden walls everywhere and I always found myself getting so lost which kinda ruined the fun for me. I also noticed that the map and compass are completely useless. What's the point of adding them in when they won't even show up on the subscreen? lol. Finally, that Aquamentus in the final dungeon is also pretty OP, with way too much HP. Slashing away at it for eternity gets boring fast.
So yeah, I can definitely see a good idea here, but there's quite a lot of issues I came across which ruined the whole fun for me. Kinda wish the dungeons weren't all over the place with those hidden walls and warp arounds. Either way, the quest gets around a 2.25/5 for me. It's not bad, but I guess the experiment worked.
My main issues though are more directed towards the dungeons. I'm fully aware that you can walk through walls, but there's plenty of cryptic stuff here and the dungeon in the ocean area and the final dungeon got insanely confusing, with hidden walls everywhere and I always found myself getting so lost which kinda ruined the fun for me. I also noticed that the map and compass are completely useless. What's the point of adding them in when they won't even show up on the subscreen? lol. Finally, that Aquamentus in the final dungeon is also pretty OP, with way too much HP. Slashing away at it for eternity gets boring fast.
So yeah, I can definitely see a good idea here, but there's quite a lot of issues I came across which ruined the whole fun for me. Kinda wish the dungeons weren't all over the place with those hidden walls and warp arounds. Either way, the quest gets around a 2.25/5 for me. It's not bad, but I guess the experiment worked.
- MermaidCim likes this