Part 35
I do love my very long dungeons.
There were times when I designed rooms without necessarily knowing how they would eventually be used.
The choice to have the overlay of the shadow was mostly because I thought it looked cool.
The shovel killing Mirrorrobes is due to how the system of generating weapons to attack with works.
There's a limit to how many there are available to use.
This is also true with enemy defenses.
So I sort of ran out. Whoops.
I actually didn't know that those permanent statues could be move after being placed on a switch.
That's actually a glitch with the script which I will fix as soon as possible.
That one puzzle where you have to use enemies to blow up blocks is due to another glitch I was unable to solve.
Basically, the bomberang (yes, I do call it that) wouldn't explode with these scripted triggers.
It's actually a lot easier than the older version of the puzzle.
I've actually gone back very recently and added even more shortcuts to areas of level 9.
It's just so huge that it needs them.
It is almost implicitly designed with the Song of Soaring in mind.
Evil Zelda plot twist! The lore behind this boss is of course, that she's an alternate version twisted by the darkness.
With the reality altering powers of the Instruments of the Sirens at their disposal, the bad guys can literally pluck anyone from the multiverse.
And they've been tricking you all along to do their will! Who saw that one coming?
The entire switch to the bomberang was to make this fight a much more memorable one.
I wanted that ending to be long specifically to trick the player.
Maybe I did make it a tad too long.
There's an extra bit of cutscene which you missed as a result, but it's not that important.
Edited by ywkls, 29 January 2024 - 07:24 PM.