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Report Adam's Quest Redux

Overview
Creator: KingPridenia Status: Inactive Genre: NES-style ZC Version: 2.50 Project Started: 04 Feb 2015 Project Opened: 04 Feb 2015 Project Closed: 30 Sep 2016
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Adam's Quest Redux is, in simplest terms, a remake of my first quest ever made. In the day, I thought it was the greatest thing ever and made it strictly to test my skills. About two years ago, I did a 100% completion let's play on it and as I played it, I realized just how flawed the game really was and felt frustrated at times. I am 5 1/2 years older since making the original and I think it would be nice to use this as a stepping stone to develop my confidence to eventually return to working on Adam's Quest II.

Some of the major changes to the game over the original will be as follows:
  • Enemies will be generally more balanced, namely thanks to the enemy editor in 2.50. In addition, the original had a bad habit of overusing bosses and the further in the quest you got, the more noticeable it became.
  • The overworld in the original was, to be blunt, awful. It was very bland and boring with MANY lazily designed areas. The worst offender was the eastern portion of the overworld; I literally just copy/pasted the same screen over and over again with minimal change! This time around, I plan to add a lot more detail,such as better using the tileset to make the overworld not look like one giant flat rock.
  • It will now be possible to save and continue within dungeons.
  • Instead of using the Classic tileset, the remake will use the Koten tileset.
  • Being a remake, a few items and dungeons that weren't in the original will be added. ***EDITED: In addition, 8-way movement and slashing has been implemented.***
  • The wallets will NOT be found in the game, as you will be able to carry 999 Rupees from the start.
  • Dungeons will be made to provide a better experience and will be a bit more helpful with hints instead of making the player fully rely on chance or intimate Z1 knowledge to complete.
  • Awful design choices such as the original's infamous "Touhou Rooms" will be addressed. Shouldn't be any more rooms with more than half of said room shooting at you.
  • Shortcuts will be added to reduce time backtracking as a quality of life convenience.
  • The subscreen will be expanded from a 4x3 grid to a 5x3 grid, meaning 15 active items instead of 12 in the original.
  • A few scripts will be used to enhance gameplay.
As a note to anyone that may want to try any of the demos or betas, keep in mind that you are expected to have a Z1 mindset, so that may involve trial and error trying to bomb mountains and use the candle on trees. My goal is to have this quest be challenging yet fair to the point you know all of your deaths are your fault and not due to questionable design choices, such as having too many enemies in a room or making the player die long-term from small amounts of mandatory damage that keeps piling up over time.