The Hero's Memory
#46
Posted 13 March 2013 - 01:08 PM
There is only one snag I've hit. I made it into Jabu Jabu and got to a point with dodongos, only to realize I had no bombs. This turned into 10 minutes of slashing at bushes (inside a fish?) to get 4 bombs. It was kind of tedious, so try to consider adding an enemy or two that could drop clusters of 4 bombs next time you throw in a dodongo room. Otherwise, it's not really more difficult, just less immersive.
#47
Posted 13 March 2013 - 01:45 PM
As for the Gibdo thing ... Bombs will still harm them when you've been caught. I don't do it often, but the gibdos ARE supposed to do that. Your options are meant to be limited, but I should have considered not everyone would have bombs. I'll probably take your advice about the hammer. I toned it down significantly from the default because it just seemed way too strong.
Moosh: The later levels are meant to mimic the dungeon cracking of the original Zelda. However, enough people seem frustrated with it that I'm rethinking it. I may keep a few cases, but a lot of the more opaque walk-through and bomb spots will have additional clues pointing to them. I'm also going to come up with some more puzzles to engage the player more, rather than just getting them lost.
peteandwally: Sorry for the trouble there. I might make Dodongos drop bombs 100% naturally, because it seems to be a recurring problem.
Thanks for your time, everyone, and I want you to know I'm taking all your suggestions into account for future versions.
Edited by Aevin, 13 March 2013 - 01:54 PM.
#48
Posted 13 March 2013 - 02:02 PM
Moosh: The later levels are meant to mimic the dungeon cracking of the original Zelda. However, enough people seem frustrated with it that I'm rethinking it. I may keep a few cases, but a lot of the more opaque walk-through and bomb spots will have additional clues pointing to them. I'm also going to come up with some more puzzles to engage the player more, rather than just getting them lost.
This isn't what I have a problem with. It's mainly the execution. The more confusing you make your levels the more you need to accommodate for the player's confusion. A good way to counterbalance the Zelda 1 bombable wall issue is to give out the map fairly early in the level or maybe even give the player spacebar map access. Look at Level 7 for example; you gave out the map at the very end of the dungeon when it's completely useless to the player. Why not move it to one of the early rooms in the dungeon?
#49
Posted 13 March 2013 - 02:08 PM
#50
Posted 14 March 2013 - 12:52 PM
#51
Posted 14 March 2013 - 01:50 PM
#52
Posted 14 March 2013 - 04:27 PM
#53
Posted 14 March 2013 - 04:29 PM
#54
Posted 15 March 2013 - 09:30 AM
#55
Posted 15 March 2013 - 01:38 PM
It's very odd, though, because it shows up in ZQuest and it's never been absent on any of my test runs. Hmmm ... Has anyone else experienced this?
On an unrelated note, here's a mini-guide I've put together for the optional items in the quest. I love hearing from you guys, so don't think you can't ask questions here. Obviously, the guide contains many spoilers:
Edited by Aevin, 15 March 2013 - 02:03 PM.
#56
Posted 16 March 2013 - 11:27 AM
#59
Posted 16 March 2013 - 01:25 PM
#60
Posted 16 March 2013 - 01:51 PM
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