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.
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Balance of Nature
Overview
Feature Quest
Creator: ywkls Genre: Dungeon Romper Added: 02 Mar 2015 Updated: 19 Apr 2024 ZC Version: 2.55 Downloads: 2421 Rating[?]: |
Download Quest (8.65 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
Description
This quest includes vast areas locked in a certain season as well as a number of scripted enemies and puzzles. Includes a trading game and a collectible system with multiple points in the game where you can collect rewards.
Based on the world of Holodrum from Oracle of Seasons, but without season switching. Only a single overworld, but a lot of dungeons. Every season is represented, with multiple dungeons in each region. Numerous items to collect, as well as 12 Heart Pieces. Many dungeons have two intertwining floors, with the final two dungeons being 4 floors long and requiring a great deal of backtracking to progress
Warning! This quest now uses ZC Version 2.53 or newer. Failure to use this version could cause game-breaking bugs.
Quest is bundled with experimental 2.55 build and each version is labelled. Please report bugs if using the newer version.
All future updated will use version 5.0
Based on the world of Holodrum from Oracle of Seasons, but without season switching. Only a single overworld, but a lot of dungeons. Every season is represented, with multiple dungeons in each region. Numerous items to collect, as well as 12 Heart Pieces. Many dungeons have two intertwining floors, with the final two dungeons being 4 floors long and requiring a great deal of backtracking to progress
Warning! This quest now uses ZC Version 2.53 or newer. Failure to use this version could cause game-breaking bugs.
Quest is bundled with experimental 2.55 build and each version is labelled. Please report bugs if using the newer version.
All future updated will use version 5.0
Update History
Version 1.0 Changes
2-14-16
Corrected some minor tile errors.
Moved a few warps where the place you came out could lead to you going right back into the warp.
Added a layers to my sideview areas.
3-26-16
Finally resolved compatibility issue with Kholdstare that was making the game crash in older versions of ZC.
Fixed a few more errors.
3- 7- 15
All keys are now level-specific.
Some minor tile and block placement errors have been fixed.
A bug in Level 18 where you could get stuck if you went the wrong way has been eliminated.
It is now possible to shortcut back to where you need the Roc's Feather in level 18.
Hamiltonian Path puzzles will now be solved permanently when you complete them once.
The talk to people button has been changed to Ex1.
There is now an explanation of how to talk to people at the beginning of the game.
Characters at the end of dungeons will now speak with you, heal you and warp you out automatically when you approach them.
Enemies should now make sounds when hit and when they die.
All keys are now level-specific.
Some minor tile and block placement errors have been fixed.
A bug in Level 18 where you could get stuck if you went the wrong way has been eliminated.
It is now possible to shortcut back to where you need the Roc's Feather in level 18.
Hamiltonian Path puzzles will now be solved permanently when you complete them once.
The talk to people button has been changed to Ex1.
There is now an explanation of how to talk to people at the beginning of the game.
Characters at the end of dungeons will now speak with you, heal you and warp you out automatically when you approach them.
Enemies should now make sounds when hit and when they die.
9-11-15
Corrected a variety of layering bugs and tile errors in multifloor dungeons.
Added an ammo shop, accessible by blowing down the door with a super bomb.
Added a warp from the end of Onox's Lair to the beginning that you can activate just before the final boss.
Corrected a variety of layering bugs and tile errors in multifloor dungeons.
Added an ammo shop, accessible by blowing down the door with a super bomb.
Added a warp from the end of Onox's Lair to the beginning that you can activate just before the final boss.
2-14-16
Corrected some minor tile errors.
Moved a few warps where the place you came out could lead to you going right back into the warp.
Added a layers to my sideview areas.
3-26-16
Finally resolved compatibility issue with Kholdstare that was making the game crash in older versions of ZC.
Fixed a few more errors.
Version 2.0 Changes
7-17-16
Added a warp zone.
Fixed a few strings, including the ending string.
8-2-16
Fixed a few layering issues.
Adjusted the cutscene after beating level 6 to be less buggy.
12-10-16- Fixed some tile errors in Hyrule areas.
2-19-17- Fixed setup of swords so that beam heart requirements are set correctly.
5-26-16
Added Golden Arrow check at entrance of Onox's Lair.
So people won't have to backtrack half the dungeon if they fail to get it.
Added script so push block puzzles are now permanently solved.
Fixed a variety of typos.
Fixed a few minor script errors.
Added a shop to sell Potions
Made Level 5 Sword beams penetrate enemies.
Added scripted bosses to most dungeons.
Added shortcuts to some longer dungeons to make getting back to things easier.
Changed minimap title style.
Fixed a few solidity errors.
Overhauled areas with water to prevent getting stuck on the ladder.
Created a scripted Lens that reveals invisible ghosted enemies.
Added optional final boss for those who finish sidequests.
Added second ending for those who finish sidequests.
Added Golden Arrow check at entrance of Onox's Lair.
So people won't have to backtrack half the dungeon if they fail to get it.
Added script so push block puzzles are now permanently solved.
Fixed a variety of typos.
Fixed a few minor script errors.
Added a shop to sell Potions
Made Level 5 Sword beams penetrate enemies.
Added scripted bosses to most dungeons.
Added shortcuts to some longer dungeons to make getting back to things easier.
Changed minimap title style.
Fixed a few solidity errors.
Overhauled areas with water to prevent getting stuck on the ladder.
Created a scripted Lens that reveals invisible ghosted enemies.
Added optional final boss for those who finish sidequests.
Added second ending for those who finish sidequests.
7-17-16
Added a warp zone.
Fixed a few strings, including the ending string.
8-2-16
Fixed a few layering issues.
Adjusted the cutscene after beating level 6 to be less buggy.
12-10-16- Fixed some tile errors in Hyrule areas.
2-19-17- Fixed setup of swords so that beam heart requirements are set correctly.
Version 3.0 Changes
9-17-17
Fixed some CSet issues
Fixed minor tile errors.
Removed push flag by level 10
Moved some warp locations
Made heart piece by level 15 require raft
Added flags to Facade room
Added lava coming out snake mouths in level 17
Added waterfalls falling from upper area in level 17
9-22-17- Fixed subscreen bug
9-23-17- Fixed combo error
12-11-17- Fixed warping error in final dungeon.
12-23-17
Fixed layering error
Fixed more typos
Fixed some areas where you could get permastuck using the hookshot.
Adjusted pool of water in Flooded Retreat
Added Magic Book requirement to last dungeon
Changed the Ladder to a scripted item to eliminate getting stuck on it.
Fixed issues with screen edges in the ending.
12-31-17
Changed continue point in second ending where you can still leave the dungeon.
Fixed error where boss of Saria's Shrine wasn't vulnerable to Super Bombs.
2-1-17
Fixed more layer bugs in the warp area.
Fixed bug where you could get in level 5 without the ladder.
10-22-19
Fixed some minor tile errors.
Fixed some minor typos.
Added bombable wall hint, level 8.
Adjusted path to Roc's Feather where it can't be reached before Magic Key to prevent permastuck.
5-2-20
Made enemies not use Z-Axis
Fixed some combo errors
Fixed some typos
7-28-17
Fixed solidity bug during ending.
Fixed unbombed wall, level 7
Fixed level 7 block puzzle
Moved level 2 map
Changed arrow overworld trigger
Made grave to desert cracked
Revival potion heals full health
Added more kill all enemies rooms to level 4
Fixed L/R item select
Fixed Pegasus Boots/Hamiltonian Path interaction
Prevented infinite pits, Facade
Fixed Secret error, Facade room
Fixed See-through tiles, tree overhang, level 11
Made shortcut exit from level 12 area
Eliminated Zoras by Level 12 entrance
Arrghus eyes drop hearts when they die
Hold up item, dropped key, level 15
Corrected Crystalline Flame counter
Fixed Layer bug in Warp Zone
Fixed flower under combo, level 17
Fixed block puzzle, level 17
Added mailbox shortcut
Added scripted ammo dropper
Made Hero's Tunic mandatory
Added signs at night in the ending
Fixed permastuck after Roc's feather
Made escape from feather area mandatory
Made extra key doors in level 18 useful
Centered traps on large trap
Fixed clip through wall, level 10,17
Made traps with large trap die
Made signs in Warp Zone
Rescripted Daira, Pengator, Piranha
Fixed solidity bug during ending.
Fixed unbombed wall, level 7
Fixed level 7 block puzzle
Moved level 2 map
Changed arrow overworld trigger
Made grave to desert cracked
Revival potion heals full health
Added more kill all enemies rooms to level 4
Fixed L/R item select
Fixed Pegasus Boots/Hamiltonian Path interaction
Prevented infinite pits, Facade
Fixed Secret error, Facade room
Fixed See-through tiles, tree overhang, level 11
Made shortcut exit from level 12 area
Eliminated Zoras by Level 12 entrance
Arrghus eyes drop hearts when they die
Hold up item, dropped key, level 15
Corrected Crystalline Flame counter
Fixed Layer bug in Warp Zone
Fixed flower under combo, level 17
Fixed block puzzle, level 17
Added mailbox shortcut
Added scripted ammo dropper
Made Hero's Tunic mandatory
Added signs at night in the ending
Fixed permastuck after Roc's feather
Made escape from feather area mandatory
Made extra key doors in level 18 useful
Centered traps on large trap
Fixed clip through wall, level 10,17
Made traps with large trap die
Made signs in Warp Zone
Rescripted Daira, Pengator, Piranha
9-17-17
Fixed some CSet issues
Fixed minor tile errors.
Removed push flag by level 10
Moved some warp locations
Made heart piece by level 15 require raft
Added flags to Facade room
Added lava coming out snake mouths in level 17
Added waterfalls falling from upper area in level 17
9-22-17- Fixed subscreen bug
9-23-17- Fixed combo error
12-11-17- Fixed warping error in final dungeon.
12-23-17
Fixed layering error
Fixed more typos
Fixed some areas where you could get permastuck using the hookshot.
Adjusted pool of water in Flooded Retreat
Added Magic Book requirement to last dungeon
Changed the Ladder to a scripted item to eliminate getting stuck on it.
Fixed issues with screen edges in the ending.
12-31-17
Changed continue point in second ending where you can still leave the dungeon.
Fixed error where boss of Saria's Shrine wasn't vulnerable to Super Bombs.
2-1-17
Fixed more layer bugs in the warp area.
Fixed bug where you could get in level 5 without the ladder.
10-22-19
Fixed some minor tile errors.
Fixed some minor typos.
Added bombable wall hint, level 8.
Adjusted path to Roc's Feather where it can't be reached before Magic Key to prevent permastuck.
5-2-20
Made enemies not use Z-Axis
Fixed some combo errors
Fixed some typos
Version 4.0 Changes
6-14-20
Added script for making sounds when pots are broken.
Added shutters to numerous rooms in Onox's Lair.
Added boss shortcut script to all dungeons that need it, including extra ones per floor in Onox's Lair.
Added script to display a string when entering a dungeon
Added Heart Piece message Script
Added clue in Onox's Lair before split on 2F
Added arrows to tall grass/pots drops
Added credits for new material
Fixed tiles for entrance to Flooded Retreat
Fixed various rooms where it was possible to push blocks into doorways
Replaced bosses for levels 1-3,5-8 and 10 with new scripted bosses
Improved scripts for Agahnim and Facade
Removed all duplicate Armos Knights fights for re-fighting earlier bosses.
7-9-20
Added bombs to tall grass and pot drop sets
Adjusted level 3 boss script to be slightly easier
7-12-20
Fixed layer error
Fixed tile error
Fixed major combo errors associated with level 11
Adjusted minimap title
7-13-20
Added extra torch in level 10 to clue the player about what to do there
Fixed shortcut warp in level 12
Fixed boss for level 14
Adjust script for Piranha in level 12
7-18-20
Added shadows to all over/under bridges
Added boss lock block to level 15 that requires opening 2nd boss chest
Moved warp destination on floor 4 of level 18
Fixed tile error
Fixed combo error which caused a boss to get stuck in a wall
8-13-20
Fixed various combo errors.
Fixed various layer errors
Fixed a text error
Added shadows to overworld bridges.
Normalized layer borders across the quest
Changed under combos for flowers in level 17
8-29-20
Fixed combo errors with lower walls in level 16.
Fixed various errors with level 11
Fixed combo errors with short dungeon stairs across the quest
9-1-20- Adjusted combos for lower walls in level 16
9-7-20- Changed room in level 5 which forced a reset.
9-13-20
Fixed various layer errors.
Fixed various secret errors.
9-15-20-Fixed warp error in Temple of Seasons.
1-26-21
Changed all bomb bags and quivers to fill up whenever you collect them
Changed level 2 Ropes to no longer be flashing
Set all fairies to restore 100 percent health
5-13-21
Changed the name of level 16's boss and color to reflect sprites
Fixed minor bug with Agahnim script
Updated script files to 2.53 standards
5-16-21- Fixed bug which made level 2 boss invincible
5-23-21
Added sign outside expensive shop detailing items
Added boss music script
Added dialogue to npc by level 15 after you get the Lens of Truth
Added shallow water to level 7
Added sfx to windmill in ending
Changed title screen to match the quest
Changed credits
Fixed layer issues in level 3
Fixed layer error with level 11 entrance
Fixed typo in level 14 DMap Intro
Fixed typo in trading sequence
Fixed boss refight room in level 16
5-30-21
Added Linked Secrets script to make underwater chests in level 16 change appearance
Added LTTP shutter script
Updated credits
6-14-20
Added script for making sounds when pots are broken.
Added shutters to numerous rooms in Onox's Lair.
Added boss shortcut script to all dungeons that need it, including extra ones per floor in Onox's Lair.
Added script to display a string when entering a dungeon
Added Heart Piece message Script
Added clue in Onox's Lair before split on 2F
Added arrows to tall grass/pots drops
Added credits for new material
Fixed tiles for entrance to Flooded Retreat
Fixed various rooms where it was possible to push blocks into doorways
Replaced bosses for levels 1-3,5-8 and 10 with new scripted bosses
Improved scripts for Agahnim and Facade
Removed all duplicate Armos Knights fights for re-fighting earlier bosses.
7-9-20
Added bombs to tall grass and pot drop sets
Adjusted level 3 boss script to be slightly easier
7-12-20
Fixed layer error
Fixed tile error
Fixed major combo errors associated with level 11
Adjusted minimap title
7-13-20
Added extra torch in level 10 to clue the player about what to do there
Fixed shortcut warp in level 12
Fixed boss for level 14
Adjust script for Piranha in level 12
7-18-20
Added shadows to all over/under bridges
Added boss lock block to level 15 that requires opening 2nd boss chest
Moved warp destination on floor 4 of level 18
Fixed tile error
Fixed combo error which caused a boss to get stuck in a wall
8-13-20
Fixed various combo errors.
Fixed various layer errors
Fixed a text error
Added shadows to overworld bridges.
Normalized layer borders across the quest
Changed under combos for flowers in level 17
8-29-20
Fixed combo errors with lower walls in level 16.
Fixed various errors with level 11
Fixed combo errors with short dungeon stairs across the quest
9-1-20- Adjusted combos for lower walls in level 16
9-7-20- Changed room in level 5 which forced a reset.
9-13-20
Fixed various layer errors.
Fixed various secret errors.
9-15-20-Fixed warp error in Temple of Seasons.
1-26-21
Changed all bomb bags and quivers to fill up whenever you collect them
Changed level 2 Ropes to no longer be flashing
Set all fairies to restore 100 percent health
5-13-21
Changed the name of level 16's boss and color to reflect sprites
Fixed minor bug with Agahnim script
Updated script files to 2.53 standards
5-16-21- Fixed bug which made level 2 boss invincible
5-23-21
Added sign outside expensive shop detailing items
Added boss music script
Added dialogue to npc by level 15 after you get the Lens of Truth
Added shallow water to level 7
Added sfx to windmill in ending
Changed title screen to match the quest
Changed credits
Fixed layer issues in level 3
Fixed layer error with level 11 entrance
Fixed typo in level 14 DMap Intro
Fixed typo in trading sequence
Fixed boss refight room in level 16
5-30-21
Added Linked Secrets script to make underwater chests in level 16 change appearance
Added LTTP shutter script
Updated credits
Version 5.0 Changes
3-10-24
Fixed secret error
Fixed various errors with over/under bridges
Fixed various errors in Gleaming Cavern
Fixed combo error
3-11-24
Fixed combo errors
Fixed under/over errors
Fixed layer errors
Fixed room error
3-13-24
Added lobbing rocks effect to Pegasus Fruit script
Added unique sounds to all stairs
Fixed item setup bugs
Fixed issue with lava
3-16-24
Fixed various signs
Fixed room error
Fixed enemy defenses
3-22-24
Added pit warps to Din's Sanctuary
Added a warp to Din's Sanctuary to prevent a potential soft lock
Fixed pit error
Fixed bug with pits drawing falling animation after you get the ladder
Fixed screen state carryover error
Fixed enemy placement error
3-28-24
Fixed various animations
Fixed room error
Fixed typo
Fixed error with combo item drops
Fixed combo error
Fixed pit errors
Fixed subscreen error
3-29-24
Added unsafe ground flags to most water
This prevents a potential bug where you can drown infinitely
3-31-24
Fixed secret errors
Fixed pit errors
4-5-24
Added sign change after opening Super Bomb shop
Fixed secret error
Fixed layer errors
Fixed room error
4-10-24- Fixed combo error
4-19-24
Added a golden arrow check to level 18
Added pushable combos with arrows throughout the quest
Adjusted a room in Ruto's Palace
Fixed minimap bug
Fixed boss warp bugs
Fixed combo error
Fixed typo
Fixed secret error
Fixed layer error
3-9-24
Updated quest file to ZC Version 2.55
Added zip file using both 2.53 and 2.55 versions
Added layers to numerous dungeon screens.
Changed all pots to use new combo options,
Changed all block puzzles to use new combo options.
Changed all pits to use new combo options.
Changed all signs to use new combo options.
Changed all lava to use new combo options.
Changed some light all fires puzzles to use new combo options.
Changed Facade script to use new pits.
Changed all items to use new item settings.
Changed some npcs to use new combo options.
Updated quest file to ZC Version 2.55
Added zip file using both 2.53 and 2.55 versions
Added layers to numerous dungeon screens.
Changed all pots to use new combo options,
Changed all block puzzles to use new combo options.
Changed all pits to use new combo options.
Changed all signs to use new combo options.
Changed all lava to use new combo options.
Changed some light all fires puzzles to use new combo options.
Changed Facade script to use new pits.
Changed all items to use new item settings.
Changed some npcs to use new combo options.
3-10-24
Fixed secret error
Fixed various errors with over/under bridges
Fixed various errors in Gleaming Cavern
Fixed combo error
3-11-24
Fixed combo errors
Fixed under/over errors
Fixed layer errors
Fixed room error
3-13-24
Added lobbing rocks effect to Pegasus Fruit script
Added unique sounds to all stairs
Fixed item setup bugs
Fixed issue with lava
3-16-24
Fixed various signs
Fixed room error
Fixed enemy defenses
3-22-24
Added pit warps to Din's Sanctuary
Added a warp to Din's Sanctuary to prevent a potential soft lock
Fixed pit error
Fixed bug with pits drawing falling animation after you get the ladder
Fixed screen state carryover error
Fixed enemy placement error
3-28-24
Fixed various animations
Fixed room error
Fixed typo
Fixed error with combo item drops
Fixed combo error
Fixed pit errors
Fixed subscreen error
3-29-24
Added unsafe ground flags to most water
This prevents a potential bug where you can drown infinitely
3-31-24
Fixed secret errors
Fixed pit errors
4-5-24
Added sign change after opening Super Bomb shop
Fixed secret error
Fixed layer errors
Fixed room error
4-10-24- Fixed combo error
4-19-24
Added a golden arrow check to level 18
Added pushable combos with arrows throughout the quest
Adjusted a room in Ruto's Palace
Fixed minimap bug
Fixed boss warp bugs
Fixed combo error
Fixed typo
Fixed secret error
Fixed layer error
Story
Long ago, the land of Holodrum was saved by a Hero from Hyrule. Now, a new Hero must appear and use the items he finds in the land to restore balance to the seasons in Holodrum. The Oracle of Seasons is no more and the General of Darkness has been revived.
Across the depths of space, a voice calls out and creates a portal that draws you to their realm. It is up to you to rid the land of the evil tyranny of Onox.
Across the depths of space, a voice calls out and creates a portal that draws you to their realm. It is up to you to rid the land of the evil tyranny of Onox.
Tips & Cheats
Talk with all NPCs, read all signs. Many NPCs may have something different to say if you speak with them twice. All keys on the world map can only be used there. Every dungeon is designed where you can't use up your keys before you get to the end.
Many puzzles use the same logic. There are only three pieces of the Triforce, hidden in the 11th, 14th and 17th dungeons.
Be warned that if you fail to read signs or talk to NPCs you could seem to get stuck since the location of some items and dungeons is not easy to find on your own.
Many puzzles use the same logic. There are only three pieces of the Triforce, hidden in the 11th, 14th and 17th dungeons.
Be warned that if you fail to read signs or talk to NPCs you could seem to get stuck since the location of some items and dungeons is not easy to find on your own.
Credits
Quest, Storyline designed by- Me
Scripts by- Mero, Saffith, Moosh, Lejes, justin, MoscowModder, Avataro, LinktheMaster, Orithan, Alucard648
Zelda Classic Tiles- MoscowModder, Akkabus, Lightwulf, Raiden, Marcus, supertails2001, Taco Chopper, System Error, Teilyr
Other Tiles- Lord Zymeth, Spriter's Resource
Music- Pure ZC Artists (A lot, I don't remember them all)
Testers- GhostKnight22, vaualbas
Extra Sound Effects- Legend of Zelda SFX
Special Thanks-
SCKnuckles- For doing an LP of this quest and inspiring me to issue this remake.
Eppy- For streaming the revised quest and finding more bugs for me to fix.
Dimentio- For being a good source of ideas for things to script and prompting me to do this by suggesting improvements to the sequel.
The creators of Zelda Classic, all scripters, Nintendo.
Scripts by- Mero, Saffith, Moosh, Lejes, justin, MoscowModder, Avataro, LinktheMaster, Orithan, Alucard648
Zelda Classic Tiles- MoscowModder, Akkabus, Lightwulf, Raiden, Marcus, supertails2001, Taco Chopper, System Error, Teilyr
Other Tiles- Lord Zymeth, Spriter's Resource
Music- Pure ZC Artists (A lot, I don't remember them all)
Testers- GhostKnight22, vaualbas
Extra Sound Effects- Legend of Zelda SFX
Special Thanks-
SCKnuckles- For doing an LP of this quest and inspiring me to issue this remake.
Eppy- For streaming the revised quest and finding more bugs for me to fix.
Dimentio- For being a good source of ideas for things to script and prompting me to do this by suggesting improvements to the sequel.
The creators of Zelda Classic, all scripters, Nintendo.
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.
Soma C.
Edited 12 December 2017 - 03:58 PM
After playing through the quest twice, once on an older build and again with some added features, I can officially rate this thing XD
Both experiences were quite positive; I only ran into a couple of bugs but they were fixed promptly by the creator so they've a nonmention at this time. As far as gameplay I was impressed both times. Yes, the dungeons are rather simplistic in nature but I didn't have a problem with that aspect of things. It still made them labyrinthine in a way which is something the Zelda series excels at. I think I missed an item in the final regular level (18) but still managed to beat the quest with no issues besides.
Solid 4.5 from me which rounds up to a 5 either way. Great job ywkls. And I'll be playing or replaying your other entries soon
Both experiences were quite positive; I only ran into a couple of bugs but they were fixed promptly by the creator so they've a nonmention at this time. As far as gameplay I was impressed both times. Yes, the dungeons are rather simplistic in nature but I didn't have a problem with that aspect of things. It still made them labyrinthine in a way which is something the Zelda series excels at. I think I missed an item in the final regular level (18) but still managed to beat the quest with no issues besides.
Solid 4.5 from me which rounds up to a 5 either way. Great job ywkls. And I'll be playing or replaying your other entries soon
- ywkls likes this
Artix3
Posted 03 March 2015 - 05:32 PM
I've noticed a couple things playing through so far, but the biggest problem I appear to be having now is in the fifth dungeon, where I'm stuck unable to get the big key. I'm missing a key somewhere, so there's a door I can't open, and in one of the rooms I can reach there's a button I assume removes two blocks in front of a chest, but stepping it on does nothing, none of the items I have affect it, and there's no blocks in the room that are pushable.
Besides that, all I've really seen are some visual bugs, like some tiles being out of place in the third dungeon, as well as the bow and arrows not displaying a description when you get them out of their dungeon chest.
And the sages can be walked through, which I think is a big problem when you have to press L to talk to them. Have to finaggle to step on the right tile, when you could really just autoplay the text when the player appears in the sage room.
Besides that, all I've really seen are some visual bugs, like some tiles being out of place in the third dungeon, as well as the bow and arrows not displaying a description when you get them out of their dungeon chest.
And the sages can be walked through, which I think is a big problem when you have to press L to talk to them. Have to finaggle to step on the right tile, when you could really just autoplay the text when the player appears in the sage room.
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