Jump to content

Rite of the Storm

Rating: 4.87/5 (39 ratings)
Photo

Rite of the Storm


  • Please log in to reply
41 replies to this topic

#31 TheLink

TheLink

    An octorok under a duck?!?!

  • Members
  • Location:UK

Posted 26 June 2017 - 12:13 PM

Hello, I'm stuck in the hall of mirrors with this puzzle.

I looked at NewJourneyFire's video of it and there was no wall in between the pillars.

Do I need to do something to get rid of the wall inbetween the pillars or is something wrong with the game?

 

Thanks for your time!



#32 Eddy

Eddy

    ringle

  • Moderators
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 26 June 2017 - 12:18 PM

Hello, I'm stuck in the hall of mirrors with this puzzle.

I looked at NewJourneyFire's video of it and there was no wall in between the pillars.

Do I need to do something to get rid of the wall inbetween the pillars or is something wrong with the game?

 

Thanks for your time!

You need to get a Windrobe to shoot a whirlwind from the lit torch to the other torches by lining yourself up with them. It might take a while to do though, since the Windrobe won't always spawn right in front of you.


  • Shane likes this

#33 Shane

Shane

    💙

  • Moderators
  • Pronouns:He / Him
  • Location:South Australia

Posted 26 June 2017 - 12:30 PM

This puzzle has gone through a redesign since NJF's video. This puzzle is going to get another redesign in the upcoming update. When's that? When I stop being lazy I guess. :P


  • Eddy likes this

#34 Anthus

Anthus

    Lord of Liquids

  • Members
  • Location:Ohio

Posted 11 July 2017 - 01:06 PM

Alright I'm stumped. I had to look here once for the solution to the desert puzzles involving using the fire to change blocks (really clever btw, I just didn't notice that on my own). I'm in the Burning Facility, and I'm in a room with a bomb that needs to be pushed up into a fire, and it has two blocks directly above, and below it. I cannot figure out how to move the blocks in a way to get the bomb out where I need it. Gonna go watch an LP to figure it out :P

 

EDIT: Wooooow, how did I not... Wow. Got it.



#35 Avaro

Avaro

    o_o

  • Members
  • Real Name:Robin
  • Location:Germany

Posted 11 July 2017 - 01:17 PM

Alright I'm stumped. I had to look here once for the solution to the desert puzzles involving using the fire to change blocks (really clever btw, I just didn't notice that on my own). I'm in the Burning Facility, and I'm in a room with a bomb that needs to be pushed up into a fire, and it has two blocks directly above, and below it. I cannot figure out how to move the blocks in a way to get the bomb out where I need it. Gonna go watch an LP to figure it out :P

 

EDIT: Wooooow, how did I not... Wow. Got it.

 

There are not many block puzzles, but I'm glad that those that are there can be tricky.



#36 Anthus

Anthus

    Lord of Liquids

  • Members
  • Location:Ohio

Posted 11 July 2017 - 02:05 PM

I just beat it. I had 14 deaths, and got what I think is everything except one heart container.

 

Great quest. I'll be writing a full review, and possible recording me playing it again since it is fairly short and now I know how to solve some of the more cryptic puzzles.


  • Shane likes this

#37 Shane

Shane

    💙

  • Moderators
  • Pronouns:He / Him
  • Location:South Australia

Posted 11 July 2017 - 06:55 PM

Glad you enjoyed it. Really excited for the possible recording. :)

 

Out of curiosity, which health upgrade did you not get? If you don't know how to get it I could probably give a hint or the entire solution depending what is missing. Also you can check this list to see if you're missing anything else:

Spoiler

 

This list is going to be changing slightly in the final update, which will come out Whenever Shane/Stops Being Lazy/2017.



#38 Anthus

Anthus

    Lord of Liquids

  • Members
  • Location:Ohio

Posted 11 July 2017 - 11:02 PM

Thanks, I ended up going back and finding the one I missed in the Burning Facility. :)

 

Rite of the Storm Review: (Contains Gameplay Spoilers Only)

There aren't too many ZC quests that I play these days, let alone actually finish. I sat down with this, and pretty much beat it straight through, only stopping once. It kept me invested from start to finish with it's well done pacing, puzzle variety, and very creative use of the game's central mechanic. Instead of using a sword, you have a wand that shoots out blasts of wind. This isn't a mere cosmetic change to the wand either, as this wind is integral to combat, and puzzle solving. More on this later.

 

This wind can carry flames, ice magic, and even your own character. ZC staples such as mundane stuff like lighting torches, and pushing blocks is turned on its ear, and given new life here. There is one puzzle where you have to use wind to carry fire to turn blocks of sand into glass so that the wind in the room won't destroy them. There are various puzzles involving using wind to carry flames in interesting ways. There are puzzles involving carrying ice across water to freeze it as well. It is worth nothing, that this is a very puzzle heavy quest. If you don't like puzzles, that may be a low point for you, but for what it's worth, I'm not a fan of puzzles myself, and I found these creative and different enough to be worth the time, 97% of the time. It's just oozing with creativity, and fresh ideas.

 

The quest is short enough that nothing ever really over stays its welcome, except for one or two puzzles in particular that I didn't like. There is one were you have to have a windrobe light torches for you, which heavily requires waiting, and RNG. I'm glad to say that that was the lowest point of the quest, as everything else here is very polished and well thought out, and you can tell that Shane and Avataro had a really clear vision. I must also comment on how it was bug free, for me. That's always a plus in my book, but then again, I didn't go out of my way trying to break the game.

 

If there is one aspect of the quest's design that I didn't like, it's the heavy use of the "red/ blue peg" mechanic as seen in AlttP. This is fine in small doses, but I found myself getting slightly annoyed with the additional back tracking on top of normal exploration required by these. This was particularly noticeable in the desert area, and part of the mirror area. Now, I know back tracking is to be expected in games like these, but I felt these took it to an unneeded level. There are also other pegs, which are used quite well with gating off areas, and effectively acting as shutters. This quest is also pretty generous with the shortcuts which are usually opened up by hitting a permanent switch that lowers these. There is no fast travel system, but you can always look at the map of your area, and again, the quest is short enough that I never truly got sick of exploring, and traveling around. You also can't open the subscreen, which is an odd choice, but I see why it was done. I only mention this cause there were a few times where I'd tap enter, think it was paused, and look over at my other monitor only to take damage. But, that's my fault, and the map effectively works just as well as a pause.

 

One last thing worth touching on again, is the abilities. As I said above, there's no subscreen. So how do you switch items?! Well, you don't. And you don't need to. Gale gets four different powers which are all mapped to a button (A, B, L, and R). Gale's first weapon is a rod which deals melee damage, and fires one tornado in front of you till it collides with something. The second upgrade lets you shoot 3 tornadoes a la the spazer in Super Metroid. The third power creates a circle of 5 tornadoes around you, and is required for a few puzzles. The last, and coolest power is flight. Yep. Unlimited, unadulterated, straight up flight. I've never seen this done in a ZC game, and it was cool. Criminally underused, but cool. I hope to see this return in some capacity earlier in a sequel (wink wink nudge nudge). This whole implentation is very clean, and effective. Words I use a lot to describe this quest. It's just all very polished.

 

In the audio/ visual department, there is nothing to be desired. It looks great, and uses a unique art style. It's very simple, but clean, and effective. Oh, and a special kudos to whomever designed the graphics for effectively making every single wall out of an extended block from Link's Awakening  :blah:. The ost is good. I'm not sure if it is original compositions just for this quest, but I didn't recognize a single tune. They fit their areas well, and the desert, and fire areas are quite memorable. Oh, the story? Yeah, it's good. It gets the job done and does have a little twist at the end. It's no MGS, but the story that's here is, here we go again, effective. I don't usually care about stories in ZC games, so for me this is perfect. There's not a ton of dialogue, and what is there clearly communicates the disposition, and resolve of the characters.

 

So, all in all, it's a great quest. I solidly give it three bananas out of one hippopotamus. Play it now if you haven't, it's seriously really good.


  • Shane, Eddy and Avaro like this

#39 Shane

Shane

    💙

  • Moderators
  • Pronouns:He / Him
  • Location:South Australia

Posted 04 December 2017 - 08:07 PM

Hey guys, it's another update about the update. :P I apologize for my laziness, but we'll get it out eventually! It's not like this update has any huge content or anything, it's just fine-tuning the overall experience by changing and fixing minor things. Most notably, and the most vocal criticism that has been addressed are the Candler enemies found in the second area. Other things like adding a new title screen background and moving some upgrade crystals can be expected in the new update too. We've also addressed our own criticisms! So yes, we should have this update out soon. Also you don't have to wait for the update, the quest is already complete (hence why it's on the database), just expect changes in minor things. Maybe near the end of 2017 the update will finally happen? ;o

 

Oh, and before we move on I want to announce the update will reveal the quest's password at the end! I feel it's been enough time to keep it hidden, so when the update comes out, feel free to look into the quest file once you obtain the password (in the meantime, you can ask me for the password right now). But be warned though: the file will be a bit of a mess. Hopefully the next time we do something like this the file will be less messy. Speaking of which...

 

Another reason I want to bring this thread up is the current state of a potential sequel and successor. It's been a thing of consideration since the database release of Rite of the Storm. A lot of ideas have popped into our minds on where we can take this formula/style. We haven't officially started anything, and truth be told, I have a little bit of a writer's block when I think about this. So if not a proper sequel, a successor might be in the works instead. We're excited to tackle a new project with the assets. We don't know when we will begin nor finish, but things like what flow we want has been decided and some graphical resources have been finished and waiting for a quest to use them. :)


  • Eddy, Avaro, Jared and 4 others like this

#40 Russ

Russ

    Caelan, the Encouraging

  • Administrators
  • Location:Washington

Posted 07 December 2017 - 02:25 PM

> "The update will be out eventually, maybe by the end of the year"
> The update comes out three days later

This may be the first time in ZC history a quest update came out ahead of schedule. :P I guess I've got an excuse to play through the quest again now.

A sequel or successor would be great. Really, either could work. I'd just caution you about getting too ambitious with it. That's not to say you should try to limit yourself too much, but don't aim for making a follow up that's 6x bigger and get burnt out along the way.
  • Shane, Eddy, Jared and 2 others like this

#41 Shane

Shane

    💙

  • Moderators
  • Pronouns:He / Him
  • Location:South Australia

Posted 08 December 2017 - 01:29 AM

A sequel or successor would be great. Really, either could work. I'd just caution you about getting too ambitious with it. That's not to say you should try to limit yourself too much, but don't aim for making a follow up that's 6x bigger and get burnt out along the way.

I definitely agree in regards to ambition. My main goal isn't to make something bigger (although I do feel the new flow I want could benefit from something a bit bigger in scale) but to provide an even more fun and creative experience with the new project. Whether that will be with a sequel or successor I'm not entirely sure yet, but I definitely have a few ideas and just want to work out which would be best for a full quest.



#42 Shane

Shane

    💙

  • Moderators
  • Pronouns:He / Him
  • Location:South Australia

Posted 15 July 2018 - 05:10 AM

So, it's that time again it seems. While I was watching TheBlueTophat screenshare my quest the other week, we stumbled upon a few obscure bugs and oversights, including a softlock (damn you, Yoshi. :P) requiring you to F6 out. I even ended up finding some really nonsensical stuff myself while testing the update. I'm also replacing the red/blue pillar graphics after finding out colourblind players are having a difficult time with them which originally sparked this update. Another thing is that the maze path has another visual hint, and it will be the last one I place. In addition, I've also semi-heavily updated Gale and Caelum's graphics, just polishing up their animations and whatnot, and carrying over some assets from Rite of the Storm 2...

 

Oh yeah, that's planned to be a thing now. We've officially planned majority of Rite of the Storm 2 and it should begin within a few months! We have mapped out most of the mechanics, items, areas, cutscenes and even the map itself! A lot more consideration has been put into this, and the project has a very realistic scale. We won't get into anymore details other than this will be somewhat larger than this quest. We may reveal more about this once the quest officially progresses steadily. I'm very much excited to work on this, but we can't quite yet, but I thought I'll put this out there that yes, there is a sequel almost fully planned.

 

In the meantime, the update should come out either later today or tomorrow. There's just one thing I got to address before submitting the update. If you played this already, you don't really need to play this update, it's mostly bug fixing and cosmetic changes. Hopefully it will be the last update. :sweat:

 

Thanks for reading. :)


  • Anthus, Russ, Eddy and 5 others like this


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users