Today? I cried.

Why am I so horrible at subscreen art? Argharghargh I'll never get this done, NEVER...

QUOTE(blue_knight @ Nov 18 2011, 09:07 PM)

Anyway my quest will still have a fair amount of combat, but I'm aiming for a mix closer to what you'd get in the later Zelda games. For example, in LttP, dungeons had a mix of puzzles, puzzles + some combat and pure combat in any given "node" (room, area, etc.). Only about a third on average was pure combat (approximately). One of the things that make the better received Zelda games great is the balance of combat and puzzles. Anyway, I'm aiming to achieve a similar balance. Combat shouldn't be neglected but won't receive nearly the same focus as it does in your quest obviously.
Yes, but in OoT for example, the focus was clearly puzzles/figuring out. Even just in Level 1, there was the spiderweb falling puzzle, the blocks you had to shove around, figuring out the Deku Scrub's riddle to open the boss door, and even starting the boss fight itself once you found her was kind of a puzzle...

So it's hard to find a real definition for how much "LoZ puzzle solving" implies, since it depends on the game more than the series.
I would say ZII AoL is the most action/combat based Zelda game there is. So it's pretty funny that my game which is top-down takes more after that level of action, and your game which is sidescrolling takes more pages out of the other top-down games.

QUOTE(blue_knight @ Nov 18 2011, 09:07 PM)

For example, drop a block on an enemy and you can guess what happens.

Oh my God, finally pulling that off on a really annoying spiked/non-slashable enemy that's bugged me for several levels in a row would feel SO SATISFYING.

Or for Iron Knuckles. You'd be all like, "Sorry, not f#cking with this again today BYEBYE"