A pretty fun Z1 quest. It played very well. It was a really good effort for as first quest. Thanks for making it!
With that being said thought the whole look of it was solid but kind of basic. I thought there were too many weapons and items. Some of them I dont even know what they did. The upper game menu was too much. It had a ton of gratuitous numbers everywhere; on the map, hearts, magic meter, etc. I didnt understand the life meter after a while. The dungeons were pretty linear, and you lost me on level 9. It was too crazy.
Cyko Quest
Overview
Feature Quest
Creator:
cyko420
Genre: NES-style
Added: 30 Dec 2014
Updated: 31 Dec 2014
ZC Version: 2.50
Downloads: 574
Rating[?]:
|
Download Quest (3.85 MB) |
Information
This quest is just a basic 9 dungeon quest, NES style. Completely custom maps and dungeons. Not a long game but still challenging and fun.
About Reviews Comments Forum Topics
Flynn
Posted 18 August 2017 - 12:54 AM
I'm an average Zelda player with a taste for the NES flavor. This quest began with a simple look but evolved into something more elaborate that still held onto the old NES style charm. Lots of secrets and hidden upgrades made this a very enjoyable time. If I had to nitpick, it would be that Level 9 was a little too on the rails. Hope you make another, cyko420!
Eddy
Posted 03 February 2015 - 11:51 AM
Beaten this quest recently and I'll admit it was a pretty good attempt. Even though the overworld was quite linear, it mostly had alright design but it was nothing too bad at all. Song choices were mostly really good and the custom enemies were a nice addition to the quest, even though I felt some of them were a bit overpowered and unfair (I'll get to those).
Good points aside, there were some bad things which brought the quest down to a 3/5. Firstly, overworld design was alright, but almost all the screens had problems with the mountains. The tips of the mountains were using the wrong tiles. All the mountains looked like this:

The correct use of these mountain tops are like this:

The constant use of using those tiles incorrectly kind of bugged me a bit. Moving on, the dungeon design was alright for the most part, but near the end of the quest, more specifically Level 9 and the Bonus level, the design started to get very lazy and too linear. Linearity is fine, but these dungeons started to just feel more like a straight line with hardly any exploration. Furthermore, most of the rooms in the later dungeons were just empty with hardly anything in them and usually just enemy spam.
Moving on to enemies, I do appreciate some of the custom enemies, but there are custom enemies which really shouldn't have existed. Leever 3s are extremely annoying, but having Wizzrobes which summon them are a whole lot worse and it just feels really tedious killing them when they're constantly spawning Leever 3s everywhere. What makes matters worse is that there are Wizzrobes that spawn DEATH KNIGHTS which makes things way harder than it's supposed to be. Honestly, that's really absurd and trying to kill those things are actually harder than Ganon himself, which is quite an issue with enemy balance. Finally, the difficulty curve is kind of all over the place. Level 2 introduces Blue Darknuts, which is far too early and Level 3's boss is a double Big Circle Patra, which is far too hard with the current equipment.
All in all, it's a good quest, but there are quite a few issues and problems which brings it down to a 3. Good effort nonetheless and I wish you luck on any future quests.
3/5
Good points aside, there were some bad things which brought the quest down to a 3/5. Firstly, overworld design was alright, but almost all the screens had problems with the mountains. The tips of the mountains were using the wrong tiles. All the mountains looked like this:

The correct use of these mountain tops are like this:

The constant use of using those tiles incorrectly kind of bugged me a bit. Moving on, the dungeon design was alright for the most part, but near the end of the quest, more specifically Level 9 and the Bonus level, the design started to get very lazy and too linear. Linearity is fine, but these dungeons started to just feel more like a straight line with hardly any exploration. Furthermore, most of the rooms in the later dungeons were just empty with hardly anything in them and usually just enemy spam.
Moving on to enemies, I do appreciate some of the custom enemies, but there are custom enemies which really shouldn't have existed. Leever 3s are extremely annoying, but having Wizzrobes which summon them are a whole lot worse and it just feels really tedious killing them when they're constantly spawning Leever 3s everywhere. What makes matters worse is that there are Wizzrobes that spawn DEATH KNIGHTS which makes things way harder than it's supposed to be. Honestly, that's really absurd and trying to kill those things are actually harder than Ganon himself, which is quite an issue with enemy balance. Finally, the difficulty curve is kind of all over the place. Level 2 introduces Blue Darknuts, which is far too early and Level 3's boss is a double Big Circle Patra, which is far too hard with the current equipment.
All in all, it's a good quest, but there are quite a few issues and problems which brings it down to a 3. Good effort nonetheless and I wish you luck on any future quests.
3/5



