OK, finally getting started...
Story of 24 hours:
Interesting ideas here. I've seen NPCs fishing before, but I don't think I've ever been the fisherman myself. It took a while to realize the exclamation point meant I should press the button again to pull something up. I'm presuming the fishing function is random rather than combo based, given I could occasionally get different results in the same spot.
Then getting taken on a ride by a Zora was definitely not what I expected. The dungeon was fair enough by Classic standards. I liked the Ice Hammer idea. I don't think I've ever seen water tiles used as pound combos that change to ice. Clever thinking when the default go-to for a thing like that would be some kind of script.
It's worth noting the player can get semi-stuck in the doorway because the outsides of the doorframe tiles by the edges of the screen are fully walkable rather than partially walkable. (Screen / Screen.) Also, use Flag 96 to keep Keese out of blocked areas so players don't have to wait a minute for them to fly within stabbing range.
It would have been amusing if, after dying, there was a dialog box saying "death."
Overall: fun, if not very memorable.
The Tail of the Dragon Slayer:
For a proof-of-concept, I'd say there's a strong concept to work with.
Story's straight and to the point... actually, most everything is straight and to the point at the moment heh. If you're going to expand the story, I'd say spread it out through the game rather than lengthen the intro text. Some people just like to get going, and what you've got now is enough to give the context without driving them away.
Layout seems standard for a Classic/GB hybrid, but I like that you're giving different areas different distinctions. Exterior house graphics are questionable at best, but I get it, proof of concept.
Item changes are... intriguing. Not too hard to figure out despite no documentation. I've actually been wanting to figure out how to turn certain continual-use items to counter-based items, like you did with the candle, for a while now (just never got around to asking). I think the change can be a good idea if implemented correctly, which you seem to be doing. Limiting the Roc's Feather-based item is probably the prime scenario where you want to force the player to use it thoughtfully, while at the same time making sure they don't get stranded in the middle of a complicated jumping puzzle, especially one where failing lands them back at the start.
Also, I'm sure this was because of the time constraints, but be sure to organize dialogue box text by full words, or at least syllables with proper line-break hypenations, not... this.
Overall: looking forward to seeing this expanded into a full quest.
The Moblin Question:
Uh oh... I just became the bad guy, didn't I?
And I swore that Generic NPCs was going to be the last time I let that happen
Anyway, amusing little deviation. I knew we had some coders entering, so those new Moblin attacks shouldn't have taken me as by-surprise as they did, but that first one that jumped right up off the screen almost made me jump a bit too.
Now that I think about it, I don't recall playing any quests with level-based kill counters. It's a good idea, as long as enemy respawning can be disabled entirely.
Overall: it was something.
More coming soon...
...though, it just occurred to me, wouldn't it be a giveaway that the only entry contestants didn't comment on was their own? Maybe I should review mine too, just to throw everybody off
Edited by Lüt, 30 March 2017 - 10:02 PM.