A Quest very nice and confortable,I like games very calm and soft fun ^^
Although I liked the Sky Tower,the most tranquil and relaxing level,I feel i'm sleepy
I like it you Quest,Splendid work
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Tale of Lyria
Overview
Feature Quest
Creator: Matthew Genre: Dungeon Romper Added: 18 Mar 2016 Updated: 04 Jul 2021 ZC Version: 2.50 Downloads: 1148 Rating[?]: |
Download Quest (3.66 MB) |
Information
"Tale of Lyria" is the first quest that I worked on to completion. This quest features an 8x16 overworld, 6 large main dungeons, several minidungeons, and plentiful amounts of secrets. It is estimated to provide 5+ hours of gameplay.
About Reviews Comments Forum Topics
Description
Below is a changelog of the quest.
UPDATE 7/4/21 - No new content added; I have merely updated the quest's page!
Old Changelog
UPDATE 7/4/21 - No new content added; I have merely updated the quest's page!
Old Changelog
Spoiler
1.9.3.whatever
------------------
-Minor graphical improvements: (Visually updated ruins area, door entry transparency, etc)
-New titlescreen
-Began groundwork for the 2.0 version.
-More bugs fixed
UPDATE 1.9.2
------------------
-Fixed longstanding bug that had the player start the game with a wand.
UPDATE 1.9
----------------
-Fixed Sacred Meadow entry bug
-Added and fixed ghoma entrance in Nexus.
-Fixed weird lava tiles in certain places.
UPDATE 1.8
----------------
-Fixed several graphical inconsistencies.
-Recolored Nexus floor tiles.
-Nerfed rupees from secrets and from grass.
-Redesigned item cellars, adding windows, torches, and music.
-Removed enemies on a screen sharing overworld push blocks.
-Nerfed Level 4 Sword.
-Changed Mirrorobe room in level 6.
-Changed final boss sprite.
-Changed entrance method to Sacred Grove, as well as entrance method to the Nexus boss room.
-Added more new sound effects from Ocarina of Time, Minish Cap, ect.
-Added messages on item pickup.
-Added new titlescreen.
-Began development on Level X (Not yet in game. Keep an eye out.)
-Changed enemy priority in some areas, left it alone in others.
-Made secrets less obvious, lens of truth is now far more useful.
-Changed several strings.
-Changed Rupee rewards in forgotten armory.
-Changed Level 3 Midi.
-Changed enemy spawn locations in some areas so that hookshot posts could be reached easier.
-Removed unintentional hookshot shortcut in Frozen Marsh and level 3.
-Added a dive secret in Frozen Marsh.
-Changed Magic Jar secret to money in Hallowed Forest.
-Fixed typos.
-Added portals and 1-way shutter doors to levels 4 and 2, respectively.
-Fixed transparency in overhead freeform doors.
-Changed Ocarina tune and color.
-Changed wand magic and color.
-Changed secret tile in Level 5.
-Removed enemies from some block puzzle rooms.
-Prevented Leevers from emerging from tiles.
-Removed Octorocks from fairy screen in east Lyria.
-Changed Waterfall design on some screens.
-Changed dungeon settings in level 1 so Link didn't walk forward two tiles in a certain room.
-Changed Cactus, Ruin border, and pillar tile properties.
-Fixed level 5 dungeon entrance.
-Changed level 1 shield color.
-Changed some text flow.
-Added viewable map. (Press spacebar.)
UPDATE 1.7
---------------
-Fixed issue with shutter sound in King's Crypt.
-Allowed player to leave through a door in level 6 that would be closed previously.
-Changed more tree colors in the Ruined City.
UPDATE 1.6
----------------
-Added missing string in Frozen Marsh.
-Removed stray heart piece.
UPDATE 1.5
---------------
-Fixed Frozen Marsh tile bug.
-Fixed map error in Level 4.
-Fixed ending string.
-Fixed vague level 1 clue.
UPDATE 1.4
---------------
-Rebalanced Blue Wizzrobes and Level 1 Boss.
-Rebalanced Fire Robes
-Rebalanced Stalfos 3
-Buffed Cane of Byrna significantly to make up for high magic cost.
-Fixed tile errors in ruins.
-Fixed stair errors in ruins.
-Removed blocks from a room in Level 4.
UPDATE 1.3
----------------
-Added new final boss music.
-Fixed Level 5 music error.
-Fixed Level 5 movement permissions error.
UPDATE 1.2
----------------
-Changed tree colors in the Ruined City so that they could be more visually appealing.
-Fixed issues with blocks in Ice Citadel.
UPDATE 1.1
------------------
Fixed Compass and Map functionality. -Added location-specific subscreens. -Fixed unwalkable combos and tile mismatches.
1.9.3.whatever
------------------
-Minor graphical improvements: (Visually updated ruins area, door entry transparency, etc)
-New titlescreen
-Began groundwork for the 2.0 version.
-More bugs fixed
UPDATE 1.9.2
------------------
-Fixed longstanding bug that had the player start the game with a wand.
UPDATE 1.9
----------------
-Fixed Sacred Meadow entry bug
-Added and fixed ghoma entrance in Nexus.
-Fixed weird lava tiles in certain places.
UPDATE 1.8
----------------
-Fixed several graphical inconsistencies.
-Recolored Nexus floor tiles.
-Nerfed rupees from secrets and from grass.
-Redesigned item cellars, adding windows, torches, and music.
-Removed enemies on a screen sharing overworld push blocks.
-Nerfed Level 4 Sword.
-Changed Mirrorobe room in level 6.
-Changed final boss sprite.
-Changed entrance method to Sacred Grove, as well as entrance method to the Nexus boss room.
-Added more new sound effects from Ocarina of Time, Minish Cap, ect.
-Added messages on item pickup.
-Added new titlescreen.
-Began development on Level X (Not yet in game. Keep an eye out.)
-Changed enemy priority in some areas, left it alone in others.
-Made secrets less obvious, lens of truth is now far more useful.
-Changed several strings.
-Changed Rupee rewards in forgotten armory.
-Changed Level 3 Midi.
-Changed enemy spawn locations in some areas so that hookshot posts could be reached easier.
-Removed unintentional hookshot shortcut in Frozen Marsh and level 3.
-Added a dive secret in Frozen Marsh.
-Changed Magic Jar secret to money in Hallowed Forest.
-Fixed typos.
-Added portals and 1-way shutter doors to levels 4 and 2, respectively.
-Fixed transparency in overhead freeform doors.
-Changed Ocarina tune and color.
-Changed wand magic and color.
-Changed secret tile in Level 5.
-Removed enemies from some block puzzle rooms.
-Prevented Leevers from emerging from tiles.
-Removed Octorocks from fairy screen in east Lyria.
-Changed Waterfall design on some screens.
-Changed dungeon settings in level 1 so Link didn't walk forward two tiles in a certain room.
-Changed Cactus, Ruin border, and pillar tile properties.
-Fixed level 5 dungeon entrance.
-Changed level 1 shield color.
-Changed some text flow.
-Added viewable map. (Press spacebar.)
UPDATE 1.7
---------------
-Fixed issue with shutter sound in King's Crypt.
-Allowed player to leave through a door in level 6 that would be closed previously.
-Changed more tree colors in the Ruined City.
UPDATE 1.6
----------------
-Added missing string in Frozen Marsh.
-Removed stray heart piece.
UPDATE 1.5
---------------
-Fixed Frozen Marsh tile bug.
-Fixed map error in Level 4.
-Fixed ending string.
-Fixed vague level 1 clue.
UPDATE 1.4
---------------
-Rebalanced Blue Wizzrobes and Level 1 Boss.
-Rebalanced Fire Robes
-Rebalanced Stalfos 3
-Buffed Cane of Byrna significantly to make up for high magic cost.
-Fixed tile errors in ruins.
-Fixed stair errors in ruins.
-Removed blocks from a room in Level 4.
UPDATE 1.3
----------------
-Added new final boss music.
-Fixed Level 5 music error.
-Fixed Level 5 movement permissions error.
UPDATE 1.2
----------------
-Changed tree colors in the Ruined City so that they could be more visually appealing.
-Fixed issues with blocks in Ice Citadel.
UPDATE 1.1
------------------
Fixed Compass and Map functionality. -Added location-specific subscreens. -Fixed unwalkable combos and tile mismatches.
Story
In the distant land of Lyria, the evil witch Tagia has dethroned the great fairy monarchs and risen to power. The spirit stones that gave the Great Fairies their power have scattered across Lyria and issued a call for help. Link has heard the call and went to the beautiful but deadly land of Lyria to reclaim the Spirit Stones, defeat Tagia, and save the Great Fairies!
Tips & Cheats
Tips:
Heart Containers
Goddess Items
Gear Upgrades
Heart Containers
Spoiler
Found within dungeons, caves, and overworld. There are 16 hearts in total.
Goddess Items
Spoiler
Farore's wind found within forest, Nayru's love found within a frozen cave, Din's fire found within a mandatory story dungeon.
Gear Upgrades
Spoiler
Swords: Found in Forgotten Armory (Level 2 Sword), Adamantine Mine (Level 3 Sword), and Sacred Grove (Level 4 Sword).
Tunics: Bought in level 3 (blue tunic) and in the Sky Area (red tunic)
Shields: Bought in Lyria settlement (Level 1), Bought in the Rapids Area or Ice Area (Level 2), found in Temple of Light. (Level 5)
Tunics: Bought in level 3 (blue tunic) and in the Sky Area (red tunic)
Shields: Bought in Lyria settlement (Level 1), Bought in the Rapids Area or Ice Area (Level 2), found in Temple of Light. (Level 5)
Credits
Special Thanks to:
- Matthew Bluefox (We worked together on this quest early in the beginning. Thank you very much for your help!)
- Moosh (Instrumentality Tileset)
- Koh, CoolGamer, and Binx (Helped me with questions during quest development.)
- TK8305 (Played game and advised me on bugs.)
- Eddy (Played game and advised me on bugs.)
- Pixcalibur (Played game and advised me on bugs. Thanks a bunch!)
- Jared (Pointed out overly vague clue)
- Nozran (Pointed out Level 4 mistake)
Naru
Posted 02 June 2016 - 02:21 PM
Hmm, enjoyable, good looking, nice backgroundstory. Was really irritated by some sounds at first, but only at first. Some buildings and walls look a bit like tile errors, but it is nice to see some original use. Still need to beet lvl 6.
What I dislike is the difficulty, enemies are rarely a threat and sometimes there seem to be more dangerous ones, but you always have a extreme strong weapon like Dins Fire in your backhand. Are these random invisible shooters triggered by some weapon? Also the secrets and the lense. A few are rather obvious (like where you can get the lense) while others seem random (burnable bushes everywhere). Biggest issue are the dungeon paths. You nearly never have to wonder where to go next. If you go the correct way all the time the game is enjoyable but rather simple. If you take the wrong one you go back to get (the key), a annoying bit of backtracking but no extra thrill. I used F6 rather often, too. In lvl 5 I did overlook the enemys-> item-key in the room with spikes and wizzrobes and I was searching forever. I was going each path a second time. Since the rooms look rather similiar and the stairs are more like warps the screen-map helps a lot but I think to not use such warps and have no screen-map is better.
Played in 2.50.2 and had the wand from the start. Also never found bow 1. Is this intended?
What I dislike is the difficulty, enemies are rarely a threat and sometimes there seem to be more dangerous ones, but you always have a extreme strong weapon like Dins Fire in your backhand. Are these random invisible shooters triggered by some weapon? Also the secrets and the lense. A few are rather obvious (like where you can get the lense) while others seem random (burnable bushes everywhere). Biggest issue are the dungeon paths. You nearly never have to wonder where to go next. If you go the correct way all the time the game is enjoyable but rather simple. If you take the wrong one you go back to get (the key), a annoying bit of backtracking but no extra thrill. I used F6 rather often, too. In lvl 5 I did overlook the enemys-> item-key in the room with spikes and wizzrobes and I was searching forever. I was going each path a second time. Since the rooms look rather similiar and the stairs are more like warps the screen-map helps a lot but I think to not use such warps and have no screen-map is better.
Played in 2.50.2 and had the wand from the start. Also never found bow 1. Is this intended?
- Matthew likes this
SofaKing
Posted 24 March 2016 - 10:57 PM
I agree with most of what has been said. This is a very solid effort, especially for a first submission, and most noteworthy is that I found it fun enough that I was motivated to keep playing until the end. It's not perfect. Rupees are close to meaningless they are so easy to accumulate. It's a tad on the easy side, especially the bosses all of which fall with little fuss. It would be nice if block puzzles didn't have to be done every time, and if there was a little more variation in their style. But the good outweighs the bad. The story is well presented, the level design is solid, the overworld was great, and again, the fun factor for me was relatively high. That's always what matters most IMO.
- Epsalon ZX , MermaidCim , ZeldaLink , and 4 others like this
MermaidCim
Posted 24 March 2016 - 03:22 AM
This is somewhat great, but not perfect by any means. There are some minor flaws. Eddy mentions the lack of hookshot post in some spots and water formations and I agree. Some minor aesthetic issues but nothing significant. Overall, it's a solid 4. [4.3 for technical sake]
- Matthew likes this
Mani Kanina
Edited 26 October 2016 - 04:26 PM
---------
Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.
---------
It wasn't bad, but it wasn't very great either. It's a fairly mediocre bog standard quest that is very obviously someone's first project. Some things drag on and take longer then they need too, and there are many oversights and examples of tedium. But overall, it should be completely playable experience and I have no doubt in my mind that most people would enjoy it to some degree.
Looking forward to the author taking what he/she learned from this project and making a more impressive quest in the future.
Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.
---------
It wasn't bad, but it wasn't very great either. It's a fairly mediocre bog standard quest that is very obviously someone's first project. Some things drag on and take longer then they need too, and there are many oversights and examples of tedium. But overall, it should be completely playable experience and I have no doubt in my mind that most people would enjoy it to some degree.
Looking forward to the author taking what he/she learned from this project and making a more impressive quest in the future.
- MermaidCim and Matthew like this
Nashvillan
Posted 07 July 2021 - 05:42 PM
You predicted that this quest would take 5 hours to complete.
You were very close.
Quest completed 4:55:32 with 8 deaths.
I never did get the crystal sword, and I think I missed a heart container piece somewhere, but overall good effort and fun to play.
You were very close.
Quest completed 4:55:32 with 8 deaths.
I never did get the crystal sword, and I think I missed a heart container piece somewhere, but overall good effort and fun to play.
- Matthew likes this
Torgar
Posted 06 April 2016 - 05:17 PM
lol one version i have, has the entrance to sacred grove accessible. although once there, use wand on mirror and again, the sound effect plays like i did something. but nothing happens. Other version i have the entrance is sealed with bushes and no idea how to clear them. lol I was doing so good till now. stuck :/
flitchard
Posted 26 March 2016 - 10:46 AM
Pretty good for a first quest, but you kinda held our hands a BIT much... every secret is obvious, and the dungeons are a joke for the most part...
and finally, not trying to be rude, but a BIT more originality with the puzzles would have been nice. When EVERY puzzle is of the "Push each block once in the correct direction" typ, it gets old eventually.
All in all, a decent first quest, hope to see you improve!
and finally, not trying to be rude, but a BIT more originality with the puzzles would have been nice. When EVERY puzzle is of the "Push each block once in the correct direction" typ, it gets old eventually.
All in all, a decent first quest, hope to see you improve!
- Matthew likes this
Tale of LyriaStarted by Matthew , 19 Mar 2016 |
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