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Retreat to Crumsc

Overview Feature Quest
Creator: Bagel Meister Genre: Miniquest Added: 17 Sep 2016 Updated: 15 Dec 2016 ZC Version: 2.50.1 Downloads: 375 Rating[?]: Rating: 3.86/5 (6 ratings) Download Quest
(1.16 MB)
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Turbon714  
Rating: 5/5

Posted 04 November 2022 - 01:08 PM
One of my low-key favorite quests in the database which I keep coming back to!

Crumsc 1 is a very straightforward classic quest with some not-so-classic features. That said, it is a very combat-oriented quest and you won't see too many puzzles but you will see a LOT of darknuts. Despite that, the quest doesn't overstay it's welcome and there rarely if any screens that feel unfair to the player.

I'm glad that the 3 heart respawn was changed from the previous version, everything feels much more player-friendly now (not counting the darknuts).

If you have a few hours to kill then check this one out, it's a nice, polished little gem.
 

Flynn  
Rating: 4/5

Posted 17 June 2017 - 10:40 PM
Fun little quest. Lots of imagination going on. Didn't find the bonus dungeon, though. Maybe I'll come back to it someday. Hope you make another, Bagel Meister!
 

Eddy  
Rating: 4/5

Edited 11 December 2016 - 04:06 PM
This was a really nice quest, I had a lot of fun playing through it. So I'll start off with the positives. Screen design is really nicely done. I like the TRIFORCE style mountain design which adds a bit of depth in the overworld and I also like how the dungeon design slowly gets better as the quest goes on. The quest flows pretty nicely too, and there isn't any issues of constant backtracking or tedious segments, which is nice to see. I also love the neat little touches included, such as the world going dark after getting the Magic Sword, and Level 4 changing into Level 5. I never managed to find the bonus dungeon though (mostly because the clues made no sense to me lol), but I imagine that dungeon might be as good as the other 5 dungeons in the quest. There isn't much to say on dungeon gimmicks, but I do like the idea of the first sword dungeon, where you have another layer below you. I found that be really clever.

The only negative thing I can say about this quest is the difficulty balance. Up until the end of Level 2, difficulty was pretty perfect, though a little annoying at the start with having to avoid fast Octoroks to get into Level 1. I think the difficulty started to become an issue after Level 2, where the world begins to open up a bit. I think the difficulty got a little too much after that point, especially with so little health (5 or 6 hearts) and having Darknuts and Wizzrobes being thrown at you. The Blue and Red Rings helped a bit, but I still think it was a bit too much to handle, and I died quite a bit because of that which brought down the experience a bit, mostly because it felt a bit cheap rather than challenging.

I also found a few other minor things. This happens on every bombable wall. I'd probably suggest to make the top of the walls overhead so that you can prevent Link from somehow walking on top of the wall. Same can be said for this, though instead of the wall, it's the door. This appears to be an oversight. There's no undercombo and the block doesn't do anything when pushed. Same thing happens in Level 4 in the same room, though that one has an undercombo. And one last thing, I found a typo here. Should be "reaching" not "reacing".

Overall though, I had quite a bit of fun playing this. A lot of things were done very well, though the only main issue I have is the unbalanced difficulty in some places, which brought down the experience quite a bit. I'd give this a solid 4/5. Nice job and I'm looking forward to any more quests you might release.
 

Avaro  
Rating: 4/5

Posted 28 September 2016 - 11:24 AM
It's short but not too short. Great quest overall! I had fun with it.

Pros:
- Screen design and overall map design.
- Fun gameplay.
- Variety in the overworld and dungeons.
- Difficulty is balanced for the most part, the curve is not too steep.

Cons:
- Some rules that made things too frustrating: starting with 3 hearts after continue, only 1 continue point on the overworld, no heart containers and temporary shutters.
- Raft paths where you have to guess where to turn.
 

Useless Old Man Wisdom  
Rating: 3/5

Edited 21 September 2016 - 07:27 PM
This is a solid quest overall, with only a few things wrong and several things that are right. However, there are a lot of neutrals and elements of mediocrity that drag the rating down.

For the goods, I like the overworld design and the partially interconnected cave system. There aren't very many filler screens and the palette choices are pleasing enough. This quest also is a good challenge. I say that by virtue that I couldn't find the blue ring, despite finding apparently all 20 HCPs, and green Link's vulnerability becomes a little frustrating around level 4.

I didn't really enjoy the dungeon design too much, due lack of shortcuts abundance of rooms with ever-respawning enemies. This became a problem in level 4/5. The music choice was bland in the dungeons, but I did like the presence of special boss music. I found an unfair room in the master sword temple where its all but impossible to avoid getting surrounded by an infinite loop of magic. You then need to tank through the loop to get to the next room, which hurts if you're stuck with the green tunic.

One thing I don't get, and made the quest memorably worse, was Link always respawns with just 3 hearts. This as well became a problem in levels 4/5 where the enemies don't seem to drop much if any health.

Overall, frustrations aside, this quest provided a decent enough 4 hours of play. If you're looking for something new to play, give this a chance.
 

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