I am going to be keeping running statistics on the progress of Adam's Quest Redux. My goal is to once a week create a thread like this and update on the completion stats. These will be kept on a Notepad file for my usage and to help me be more organized. What you're going to be seeing here is the abridged version of it.
Click the spoiler for the definition of each of the above terms:
Spoiler
Overworld Screens Completed - Pretty straightforward. This is how many screens on the overworld have been made out of the total of 128 available screens, not counting layer screens.
Main Dungeons Completed - How many of the dungeons with either a Triforce Fragment or Ganon at the end are completed. In layman's terms, this is level 1, level 2, level 3, etc, up to level 9. All dungeons are counted with equal weight in creation, regardless of how big or small a dungeon is.
Misc Dungeons Completed - Misc Dungeons, or mini-dungeons, are dungeons that do not have a Triforce Fragment or Ganon in them. Whether they are mandatory or not makes no difference. The goal is to complete the dungeon to get a new item that either makes the game easier (such as a sword upgrade) or is required to progress the game. Similar to above, each dungeon will be counted as ones that are fully made. How big or small the dungeon is doesn't matter.
Current Heart Maximum - Pretty obvious. This is the greatest number of Heart Containers you are able to have up to this point in time. Please note that this count assumes that you are not sequence breaking or leaving dungeons after getting their items to collect Heart Containers early. This number caps off at 16.
Triforce Piece Count - More or less tied with the main dungeon counter, but the highest number of Triforce Fragments the player could get up to this point.
Active Items Available - These are all of the available B-button items and the various levels of the sword. Essentially, this is the item inventory where you can select your B-button item with the sword locked onto the A-button.
Passive Items Available - These are all of the available items in your inventory that take effect just by having them, such as the Raft and Blue Ring. For argument sake, I am counting the ability to slash as a passive item, despite there being no item that gives your swords the ability to slash and not being an item.
Heart Containers Available - The number of Heart Containers that can be obtained on the overworld. The eight awarded for defeating the dungeon bosses DO NOT count towards this.
So far, I have been using my let's play of the original Adam's Quest as a guide when designing screens. I touched up on a lot of the more boring aspects of the various screens and rebalanced enemies on many of them. The dungeons themselves have gone through a few changes. Again, all will be told in the spoilers. For those that prefer the spoiler-free version, everything up to level 2 is in the game, although after it, there is nothing at this time other than the blank screen voids. I haven't added anything exclusive to the remake yet other than enhanced screens and slightly edited dungeons.
====Original to Redux Changes====
Spoiler
Hero's Cave - This dungeon is almost a 100% rip off of the Hero's Cave from Oracle of Seasons. In the original version, I had a room with pits. These black combos would "drop" you into a bottomless pit, costing you 1/2 of a heart and taking you back to the southern entrance of the room. How I set it up is the pit is a direct warp onto an identical screen where the black tiles are now "Damage 1/2" combos and you are then side warped back to the original screen after a single tick. On the duplicate screen, I set Link to invisible so it gave the illusion of a damaging pit in 1.92.
In the remake however, you fall into the room below without taking any damage. This time, there is a shadow of the walkway and two teleporters to send you back up to try again. However, you are given 5 Rupees if you do fall down. In addition, at the end, instead of simply getting the Wooden Sword and wandering around aimlessly, you get a little bit of exposition from Abei as well as an idea where to go to start your quest in addition to the Splinter Stick. One change from the original is that the Wooden Sword in Redux will be able to shoot beams where in the original, sword beams didn't exist until the Magical Sword and even then, they were half strength. Here, I intend to keep them at full strength unless I change my mind later on.
Level 1: There aren't too many changes other than me using bosses less often (the original had an Aquamentus two rooms into the dungeon!) and changing a room midway through. Originally, an old man would ask you to bomb the wall on his left (your right). However, many people were confused by this and bombed left, prompting me to put something there, a 50 Rupee Bomb Increase room that quotes the merchant from Zelda CDi when you talk to him. Now, there is a door to the right that's locked and an open door to the left. If you go left, you'll see an out of reach key. If you're smart, you'll realize that you have to bomb the wall in the room below that one to get the key. The old man merely hints at you having to do that.
Due to Redux being a 2.50 quest, I have added a mini-boss on the way to the dungeon item, the Blue Candle. Originally, I had a Dodongo and a right arrow that made you walk through the wall. In the next room, you had to kill a single Red Darknut and push a block for it, all while avoiding stepping on spikes. In the remake, you fight a mini-boss tier Moldorm and in the next room, you have Ropes to deal with instead and the stairs in plain sight. The boss also gets its own music now too.
Level 2 - I made a major change. In this version, you still get the Boss Key one room from the entrance. However, this time, you need the Bow & Arrow to get it, requiring you to backtrack roughly half the length of the dungeon. Also, I make much better use of the old man's hint about having to walk through walls. In the original, you only had to walk through ONE wall. Now you have to do it a few times. Also, there is a better variety of enemies. The dungeon item was formerly guarded by 5 Red Darknuts in a room you have to bomb to get into. You have to walk through the wall instead and knock out a pair of Dodongos that were demoted from dungeon boss down to mini-boss for the dungeon item instead of a small army of Red Darknuts.
The boss has also been changed from a pair of Dodongos to a Red Gohma. This further gives use to the dungeon item being the weakness of the boss and gives you a stronger weapon if you have extra Rupees to spare. I still have a certain mean trap in this dungeon, but I did weaken said trap. For the observant, there is a secret somewhere in the dungeon where you can find a 10 Rupee room, but you get into it differently.
I've taken the liberty of nerfing a few early game enemies to make it more balanced. Notably, Red Goriya boomerangs only hurt for 1/2 heart instead of their default full heart of damage. Blue Goriyas now only do a full heart with their boomerang; contact was nerfed down to 1/2 heart. In addition, all Keese and Gels now have a small chance to drop a heart or 1 Rupee when slain. Lastly, all spike traps now only cause 1/2 heart of damage with no rings instead of a full heart. In general, I think the quest will be more balanced and less frustrating for less skilled players while still offering a fair challenge. I may buff or nerf other enemies and/or items later on. But in short, I want to make it more balanced around not being able to get the Red Ring until level 9 versus having it available after doing half of level 6 and having it be almost mandatory for level 7 and 8. So yeah, expect defense upgrades to be later in this version than the original with difficulty tweaked accordingly.
If anyone has any comments or questions, feel free to say or ask whatever.