Remembrance of Shadows- Part 1
Part 2
Time for the next iteration of someone playing this quest!
There's all sort of things to unpack about it, but here's a few general thoughts.
The design is filled to the brim with nostalgia as mentioned,
Practically every important item and event you could encounter in Link's Awakening is referenced here.
This extends to many cameos and collectibles, along with a whole host of side quests.
This quest also tried to branch out into more innovative puzzle design.
For example, in the first dungeon we see two new inclusions.
These both rely upon the same scripted push blocks, but take completely different forms.
An attempt was made to have something new in every dungeon.
It should be noted that the way that the first level is made was tweaked slightly due to an issue where you could miss the boss key rather easily which would force you to back track in order to open the chest with the Roc's Feather inside, which originally required that.
The mini dungeons here were inspired by Legend of Link: the New Legacy.
I had just tested it a short time before I stared work on this quest,
It incorporated a similar mechanic, but I wanted mine to be used for a different purpose,
They fleshed out the back story, which isn't covered anywhere else.
They also consist almost entirely of puzzles, which I really enjoyed.
Many of the features shown off in them will make their appearance in normal dungeons later on.
Each of the bosses here is twice as strong as their original form.
This applies to both HP and attack strength.
They also have regen, because of course they do.
The path puzzles do make a return, but I tried to vary them- by adding spinners in later areas! (Yes, I am evil,)
Those pits are more refined, but still a bit janky.
The jump is timed to make exactly two spaces the maximum you can do.
It should be noted that the story segments in the Siren's Keeps should be taken with a grain of salt.
There's a plot detail revealed very late in the game which calls into question their accuracy.
Recreating scenes from other Zelda games and adding new ones was a lot of fun for me.
Also, somewhere along in here was the point in originally making the game that I realized that my plot was messed up.
A lot was revised, because it didn't mesh with the rest of the series.
Those tree stumps are part of a mechanic which can't be activated just yet.
Don't worry, they will be very useful when the time comes.
The blue keys were carefully placed so that you can't use all of them up before you reach the useful items which they unlock.
I don't think that you can miss any of the side quests, but you can get some awesome rewards by pursuing them immediately.
There is actually one missable side quest, but you can get the item which it rewards you with from another side quest later in the plot.
There are no hidden items in any dream sequences.
The shadow shard mechanic was one of favorite ideas.
There are 10 in total.
You get no special item for getting them all and they aren't required for anything.
They just act as quality of life improvements.
The sleepy bosses were an idea for mixing up the behaviors of enemies you have seen before.
I wanted to make it where you just didn't find the dungeon keys, but had to overcome a challenge first.
That key block in the graveyard is for much, much later.
Edited by ywkls, 26 December 2023 - 07:17 PM.