Decently enjoyable quest, felt like a mini Zelda game jumping across the overworld from dungeon to dungeon seeing what parts opened up after getting new items and helped ensure for the most part certain segments weren't too repetitive as you'd see frequent changes in scenery. While the story presentation isn't what I'm used to, it was still a nice touch to help encourage going to all the dungeons.
As for some of the issues, I think making all the dungeon layouts correspond to the items you get in them actively hindered the game design. There were LOTS of unneeded filler rooms and questionable key placements just to make sure there were enough rooms used to fit the requirements, as well as lots and lots of warp panels. While for the most part I was able to go through the dungeons in a way where I didn't need to backtrack, it makes trying to figure out how to reach one specific part of the dungeon miserable since there's no coherent way to look at the map to follow paths unless you remembered which warp goes where (and this did cause some problems for me in Level 17). In addition, it does feel like there was quite a bit of item bloat near the end of the game - Onox's Lair even had two upgrades to the glove which (outside of helping get one piece of heart outside) solely to act as keys because you had already given out the Magic Key in the previous dungeon, which didn't really help. In addition, Onox's Lair in general had like 10 instances each of 2 kinds of puzzles which ended up getting a bit exhausting to get through. Lastly, I think the power upgrades were a bit too lopsided in your favor by the end of the game, as all enemies were basically vaporized at that point, even the ones that were more difficult a few dungeons prior.
Regardless, I do plan on trying the next two games, as this is a good enough start that I'm interested to see how things improve going forward!
Balance of Nature
Overview
Feature Quest
Creator:
ywkls
Genre: Dungeon Romper
Added: 02 Mar 2015
Updated: 26 Apr 2026
ZC Version: 2.55
Downloads: 2886
Rating[?]:
|
Download Quest (5.36 MB) |
Information
This quest was originally part of a much longer storyline that I've broken down into separate games. It is meant to be enjoyable, rather than difficult. The quest's enemies may seem somewhat buggy in areas, due to my lack of scripts to run them; so please ignore this. Please report any other bugs that you find.
About Reviews Comments Forum Topics
hylian_brat
Posted 21 June 2024 - 06:42 PM
So I admit that I came here after playing Destiny of the Oracles. For the story. I remember I had tried to play it once before but the adventure sword was broken. Same thing happened again but I think it was a ZC bit because if I closed out ZC and opened it again everything worked fine after. Initially the glitch gave me constant sword beams, no slash ability and enemies had infinite health BUT since it's a ZC bit, I can't count that as a negative.
I never would have thought to use bombs so much for offense but they showed up in pots so it helped especially with the long wait for a sword upgrade. I do admit that the overworld did feel kinda empty and some of the dungeon rooms too. It felt kinda lonely in there. BUT knowing what future quests from this author looked like, I know there's a lot of learning and improvements.
Story was great. I loved it. Lots of dungeons. Also loved those. Never did find a cross or whatever the missing passive item should have been up next to the trade sequence (if that wasn't even supposed to be something) but that's okay. Loved the trade, loved the collectibles. And I loved the color choice for tunics, especially the last one. Since it's normally a different color than that.
Overall a very solid game. With the side quests and collecitbles and custom enemies and bosses really putting it out on top. I'd give it a 4.5/5 which rounds to a 5. Honestly so good. I can't get to PoT quick enough!
I never would have thought to use bombs so much for offense but they showed up in pots so it helped especially with the long wait for a sword upgrade. I do admit that the overworld did feel kinda empty and some of the dungeon rooms too. It felt kinda lonely in there. BUT knowing what future quests from this author looked like, I know there's a lot of learning and improvements.
Story was great. I loved it. Lots of dungeons. Also loved those. Never did find a cross or whatever the missing passive item should have been up next to the trade sequence (if that wasn't even supposed to be something) but that's okay. Loved the trade, loved the collectibles. And I loved the color choice for tunics, especially the last one. Since it's normally a different color than that.
Overall a very solid game. With the side quests and collecitbles and custom enemies and bosses really putting it out on top. I'd give it a 4.5/5 which rounds to a 5. Honestly so good. I can't get to PoT quick enough!
- ywkls likes this
Plutia
Posted 20 April 2024 - 01:07 AM
Honestly kind of an empty and boring experience. Outside of the courage dungeon, I didnt'y really find any of the dungeon design to be memorable which is certainly not helped by the frequent use of teleports. There are several times where there is a locked door in a room with a key chest in the same room where there is no puzzle to obtain the key, just walking up to it, and at that point, why bother locking the door? Not to mention the number of times a room would end in a teleport to another room with the chest right after it. Why bother putting a teleport there if you were just gonna give the key anyways? I know it's probably in part to make it so every dungeon can look like the item it has, but there has to be a less forced way than this.
It's impressive that you created and finished such a large quest, to be clear, but I really feel like this is one of the emptiest experiences I've had in ZC. Having custom bosses for every dungeon is at least a plus. I don't think many of them are all that good, but it is good to have them.
It's impressive that you created and finished such a large quest, to be clear, but I really feel like this is one of the emptiest experiences I've had in ZC. Having custom bosses for every dungeon is at least a plus. I don't think many of them are all that good, but it is good to have them.
- Eddy and Dirtyshovel like this
THEMDODO
Edited 06 November 2022 - 08:37 AM
This quest is generally very well made, with fun dungeon designs and good custom bosses. Haven't gotten everything yet, but the secrets were nice. It was quite fun to beat, but my experience was hindered by some road blocks along the way.
(the review has some spoilers for bosses/dungeons, don't read if you don't want to be spoiled about those)
First, the good stuff:
-The overworld is a little too linear for my tastes, but flowed very nicely.
-The dungeon design for the most part was fun and also flowed nicely. scarcely did i ever feel like a dungeon took too long/ was generally boring (i'll get to that later)
-custom bosses are definietly a plus. They felt responsive and were fun to beat.
-good use of tiles in dungeons.
-The fast travel warps. really makes traveling through the overworld faster and less tedious.
-some of the puzzles in orlox's lair were challenging, although like alot of the other dungeons, the rest felt a little stale.
Despite the quest being on the easier side (at least that's how it felt to me), the game was quite fun and at times challenging.
Now, for the less good stuff:
-Alot of the custom enemies felt floaty and finicky. Despite this, they were still enjoyable and not much of a nuissance. some died after a single or double blow later on, which made most of the fights very boring.
-I'm not a huge fan of the overworld screen designs. they felt empty and way too simple at times.
-The block puzzles. They get slightly challenging in orlox's lair (and dungeon 3), but for the most part they're way too easy and become a nuissance as the game goes on. also some of the other puzzles that utilized switches also felt the same way.
-Dungeons 4 through 8 were the worst imo. They barely utilized previously introduced mechanics and had some of the more boring block puzzles. They weren't bad dungeons persay, but they still were boring enough to keep me from continuing the quest for a while.
Something that i'm thankful for is that the quest doesn't use cryptic puzzles like zelda 1 and some other quests do. even when puzzles felt tedious, they never outrite made me put the game off out of frustration.
Favourite Bosses:
-Dodongo King(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Mothora(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Phantom Ganon
Least Favourite Bosses:
-Giant Pols Voice (although i did like the concept of the mechanic that was used)
Favourite Dungeons:
-Sandy Ruins (loved it)
-Darunia's Grave
Least Favourite Dungeons:
-Flooded Retreat
All-in-all, great experience, despite some of the less good things. Great quest, very enjoyable, and would definitely love to play through it again. Can't wait to try out some of your other stuff!
(the review has some spoilers for bosses/dungeons, don't read if you don't want to be spoiled about those)
First, the good stuff:
-The overworld is a little too linear for my tastes, but flowed very nicely.
-The dungeon design for the most part was fun and also flowed nicely. scarcely did i ever feel like a dungeon took too long/ was generally boring (i'll get to that later)
-custom bosses are definietly a plus. They felt responsive and were fun to beat.
-good use of tiles in dungeons.
-The fast travel warps. really makes traveling through the overworld faster and less tedious.
-some of the puzzles in orlox's lair were challenging, although like alot of the other dungeons, the rest felt a little stale.
Despite the quest being on the easier side (at least that's how it felt to me), the game was quite fun and at times challenging.
Now, for the less good stuff:
-Alot of the custom enemies felt floaty and finicky. Despite this, they were still enjoyable and not much of a nuissance. some died after a single or double blow later on, which made most of the fights very boring.
-I'm not a huge fan of the overworld screen designs. they felt empty and way too simple at times.
-The block puzzles. They get slightly challenging in orlox's lair (and dungeon 3), but for the most part they're way too easy and become a nuissance as the game goes on. also some of the other puzzles that utilized switches also felt the same way.
-Dungeons 4 through 8 were the worst imo. They barely utilized previously introduced mechanics and had some of the more boring block puzzles. They weren't bad dungeons persay, but they still were boring enough to keep me from continuing the quest for a while.
Something that i'm thankful for is that the quest doesn't use cryptic puzzles like zelda 1 and some other quests do. even when puzzles felt tedious, they never outrite made me put the game off out of frustration.
Favourite Bosses:
-Dodongo King(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Mothora(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Phantom Ganon
Least Favourite Bosses:
-Giant Pols Voice (although i did like the concept of the mechanic that was used)
Favourite Dungeons:
-Sandy Ruins (loved it)
-Darunia's Grave
Least Favourite Dungeons:
-Flooded Retreat
All-in-all, great experience, despite some of the less good things. Great quest, very enjoyable, and would definitely love to play through it again. Can't wait to try out some of your other stuff!
- ywkls likes this
TheCentralScrutinizer
Edited 28 August 2020 - 08:30 PM
I'll keep this short. Overall, I greatly enjoyed Balance of Nature. However, there were a few flaws that interrupted the flow of the game (which I'm mainly covering in the review so it's known) and, in fact, forced me to use exploits such as clipping through walls. An example is the barrel blocking the grave, which you are supposed to slash away with the lv. 2 sword. I watched a playthrough on Youtube to see if I was doing it right, and I was, however it wasn't working. I saved and restarted, nothing. I hard reset ZC, still nothing. I walked through the barrel to continue through the quest. Note, even with the later sword upgrades, I still couldn't destroy the barrel.
Secondly (please forgive me as I don't recall the name) the dungeon with the trees connected by bridges has a couple of spots that kept me from progressing. One was entering through the back of one of the trees. It should have taken me into that section of the dungeon, in theory, but it didn't. The other was an unwalkable floor beneath an overpass.
In the end of it all, I greatly enjoyed the quest. The music was good, the bosses were just awesome (although Aghanim could use a tweak or two in scripting, it was taking forever for him to fire off a projectile), dungeon layouts were perfect, the overworld was highly enjoyable exploring about. I love the work you did on your teleport hub, so thank you for that, it made the game much nicer to get through.
All in all, good quest, just needed to cheese it a couple of times to complete it legitimately. Trust me, if it were possible, I would have done it without the wall-clip.
7/10. Needs some work and fine-tuning, but awesome experience in the end. Frankly, it was worth the hassle of a few inconvenient barriers.
Secondly (please forgive me as I don't recall the name) the dungeon with the trees connected by bridges has a couple of spots that kept me from progressing. One was entering through the back of one of the trees. It should have taken me into that section of the dungeon, in theory, but it didn't. The other was an unwalkable floor beneath an overpass.
In the end of it all, I greatly enjoyed the quest. The music was good, the bosses were just awesome (although Aghanim could use a tweak or two in scripting, it was taking forever for him to fire off a projectile), dungeon layouts were perfect, the overworld was highly enjoyable exploring about. I love the work you did on your teleport hub, so thank you for that, it made the game much nicer to get through.
All in all, good quest, just needed to cheese it a couple of times to complete it legitimately. Trust me, if it were possible, I would have done it without the wall-clip.
7/10. Needs some work and fine-tuning, but awesome experience in the end. Frankly, it was worth the hassle of a few inconvenient barriers.



