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The Realm of Courage

Overview Feature Quest
Creator: NaCl586 Genre: NES-style Added: 30 Nov 2013 Updated: 18 Dec 2013 ZC Version: 2.50 Downloads: 646 Rating[?]: Rating: 4/5 (6 ratings) Download Quest
(1.31 MB)
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DaDoc540  

Posted 16 December 2013 - 09:09 PM
What happened to the Boss in Level 3? Did you forget to place one inside the Boss Room (given away by the awarding of a Heart Container), or did you place a "Dungeon Boss" Flag on another room by mistake?
 

DaDoc540  

Edited 11 December 2013 - 12:51 PM
In Level 2, if a player obtains the Raft, backtracks to the Dock closest to the entrance (Room 62), rides the Raft to the northwestern portion, and reaches the room just northeast of the Heart Piece with the rows of blocks seemingly cutting off the northern and southern passages (Room 12), one can push the northern blocks to reach the northern passage and, using a key obtained earlier (one in the northeastern region of the dungeon after a short Raft ride, another in the flooded western portion), eventually obtain the Candle. Taking this long path to the Candle allows the player to bypass two locked doors and, eventually with the Magic Boomerang, keep one spare Key for a later dungeon.

Edit: I tried Level 2 again, pretending that the Dock at Room 62 required the Candle to access. Even after obtaining the Candle and backtracking to Room 62 to use its Dock, the only problem from there is the possibility of using the Key found along the flooded western portion to open the Locked Door leading to the Boss instead of the one leading to the Magic Boomerang—nothing that a borrowed Key from a later dungeon cannot fix. Therefore, I suggest that you block off the Dock in Room 62 (the one nearest to the entrance) with burnable bushes, requiring the player to have both the Raft and the Candle to use the shortcut.

When you create future dungeons, think of all the ways a player can explore and complete it. Then, foolproof the dungeon so a player does not either get stuck or obtain an unintended benefit (spare Key, extreme shortcut) if (s)he takes the unintended path. Consider replacing the All-Purpose Small Keys with Level-Specific Small Keys if you do not want the player to use any spare Keys outside the dungeon in which they were found.

Are you using NES Dungeon-type DMaps for your dungeons? For example, the Locked Door on the western wall of Room 14 is not matched with a Locked Door on the eastern wall of Room 13. Unlocking a locked door created with Door Combo Sets (as opposed to placing Lock Blocks manually) will unlock both sides.
 

DaDoc540  

Posted 02 December 2013 - 03:23 PM
Check the Warp Return on screen 14 in the Overworld; it needs to be placed near the cave entrance.

So far, I have noticed that Levels 1 and 3 have excess Small Keys, as there is at least one Locked Door that does not necessarily need to be opened to complete each Dungeon. If, on the other hand, one arrives in Level 3 without spare Small Keys and opens the Locked Door leading to a Stair requiring the Whistle (Ocarina) before opening the Locked Door leading to the Whistle itself, then a player can get stuck. I suggest that you run through Level 3, keeping track of Small Key and Locked Door locations and see if you can redesign the position of Keys and Locks to prevent the player from inadvertently getting stuck because of opening a different locked door.
 

Spelunker  

Edited 30 November 2013 - 01:53 PM
Found 2 bugs in level 2.

Both raft paths coming from the room on the right are getting stuck here.

Posted Image Posted Image
 

Avaro  

Posted 30 November 2013 - 05:58 AM
Awesome trailer :thumbsup:
 

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