Totally doable.
Posted 21 February 2014 - 01:31 AM
Totally doable.
Posted 21 February 2014 - 01:34 AM
Totally doable.
Spoiler
Posted 21 February 2014 - 01:34 AM
This puzzle is doable. You have to think a bit outside the box though.
Posted 21 February 2014 - 01:45 AM
Edit: I'm just gonna quit for tonight. I'll look at Jubbz's video tomorrow or something as I don't see any possible way still.
Edited by HylianGlaceon, 21 February 2014 - 01:49 AM.
Posted 21 February 2014 - 04:45 AM
Gawd, I feel like a moron. How long was that red tunic just sitting there waiting to be grabbed?
It's a rhetorical question. I know EXACTLY how long it's been there ... *facepalm*
Edited by Aevin, 21 February 2014 - 04:47 AM.
Posted 21 February 2014 - 04:49 AM
Did you get the key in the right side of F1? That one is commonly missed.
Additionally, use the lens in suspicious rooms in B1. There's one more that is missed, but the hint for it is a bit more subtle.
Thanks for help Evan20000.
I am now in lvl5 and wandering around. I liked lvl4 with the spooky feeling in there and the boss also.BTW who made that boss in lvl4?
Posted 21 February 2014 - 08:59 AM
You can reach it actually. Get to the room on the right side of floor 2 (room 64, accessed by going up the stairs after heading through the warp maze) with two switches, two mirrors, and a shutter door. trick the wizzrobes into the shooting at the mirrors to hit the switches and open the doors. Go left and up, then fall down the right side of the screen. Bam, you've got your key.
Ahh, thanks, I should have figured that out. LikeLikes tend to majorly rustle me, so the LikeLikes in that room just made me go into "quick, kill everything and/or get out!" mode. Not a good reaction
Now I can see how to get the key and to continue.
Edited by Jamian, 21 February 2014 - 09:00 AM.
Posted 21 February 2014 - 10:22 AM

Wizzrobes just adore getting stuck there. Seriously, I don't know what it is about them, but when I enter the room I have to kill them all really quickly before they do that... It's like there's some invisible Wizzrobe bait on that tile or something. I know it's a ZC bug, while making PL I had a similar thing happen in one room and I had found a workaround (possibly using no enemy flags on the edges, I'm not entirely sure, or maybe I just made the passage two tiles wide instead of one). If that won't work, perhaps you could have a temporary switch in the corner or something, so that the edge is solid until the player walks on the switch. Having a block puzzle in the next room, and having the wizzrobes always respawn make that bug particularly aggravating.
Edited by Jamian, 21 February 2014 - 10:29 AM.
Posted 21 February 2014 - 10:32 AM
I finally got the game... Now I can get started on this. <___<
Posted 21 February 2014 - 10:56 AM
Oh. OH. This could possibly explain at least part of the dislike of Sunken Basin. That place without the red tunic must have been terrible...Gawd, I feel like a moron. How long was that red tunic just sitting there waiting to be grabbed?
It's a rhetorical question. I know EXACTLY how long it's been there ... *facepalm*
Evan scripted that boss. It was actually the last boss of the game to be scripted, I think.Thanks for help Evan20000.
I am now in lvl5 and wandering around. I liked lvl4 with the spooky feeling in there and the boss also.BTW who made that boss in lvl4?
Yeah, we know about that. Evan had to completely redo the boss of this level actually because of that. He's asked Saffith, but nobody knows why they do it.
Wizzrobes just adore getting stuck there. Seriously, I don't know what it is about them, but when I enter the room I have to kill them all really quickly before they do that... It's like there's some invisible Wizzrobe bait on that tile or something. I know it's a ZC bug, while making PL I had a similar thing happen in one room and I had found a workaround (possibly using no enemy flags on the edges, I'm not entirely sure, or maybe I just made the passage two tiles wide instead of one). If that won't work, perhaps you could have a temporary switch in the corner or something, so that the edge is solid until the player walks on the switch. Having a block puzzle in the next room, and having the wizzrobes always respawn make that bug particularly aggravating.
Posted 21 February 2014 - 12:09 PM
Who do i trade the egg with?
Posted 21 February 2014 - 12:37 PM
Find a snake in a cave, in southern Remdra, southwest beach.
*****************************************************
A doubt that I have, Evan... Was this quest planned from the start to have twelve dungeons? I feel like the quest changed his direction various times during development.
At the start, the quest feel like a pure Game Boy quest, very charming. But after the third dungeon, things start to get depressive and the attention to detail start to fade off. I loved the minidungeon to save the moblin, or the goron minidungeon. But after the brilliant start, the minidungeons start to lose a bit of sense in the world of Remdra, they start to feel a bit random. The adventure lost his coherence and the professional feeling as I progress in the quest.
I can say, you are an incredible designer, but I feel that this thing was too big for you. It's your first quest after all (For a first quest, this is amazing). I appreciate your ambition, but I think this quest will feel much better with shorter temples and more care in the overworld.
Edited by Air Luigi, 21 February 2014 - 12:38 PM.
Posted 21 February 2014 - 03:04 PM
Oh. OH. This could possibly explain at least part of the dislike of Sunken Basin. That place without the red tunic must have been terrible...
Yeah, I'm sure that's part of it. Surviving longer definitely would have made it more manageable.
Edited by Aevin, 21 February 2014 - 03:05 PM.
Posted 21 February 2014 - 03:49 PM
The shield ring is an interesting item. It at the very worst is better than a heart container in most circumstances, but it gets better and better the lower your difficulty setting is.
Posted 21 February 2014 - 05:51 PM
So, at last I finished that repetitive Prismatic Gate.. a problem that I have with your dungeons is that they feel like work, work, work... but there is no fun in the process. It's more a matter of time to get to the next dungeon. Prismatic Gate is a great idea, but the execution and the layout can be much better, the rooms are unmemorable and the palette is too boring to my eyes. The block puzzle can die in a hole, this is starting to feel like Brain Training at times...
It's strange, normally I have a big feeling of accomplishment beating epic dungeons. Not the case here. I think the game boy tiles don't fit well your style of design, it's a bit anticlimatic at times.
Great boss. My main motivation to finish this quest is to play the boss rush at this moment.
Edited by Air Luigi, 21 February 2014 - 05:53 PM.
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