Spanglish incoming 8-D
This is a very good quest at heart, with ton of care, but it suffers from some bad decissions..so, it's a mixed bag. I had a blast finding the hints, secrets and dungeons in the overworld, and the dungeons have good solid layouts. So, what's the problem? From L6 onwards, the quest suffers from enemy spam, shutters everywhere and pure difficulty based in bullshit. It is just not well balanced. Even with the best upgrades, I had a hard time killing the enemies. They have a TON of HP, and there are a lot of enemies per room. I can't imagine the terrible experience that someone that miss some important upgrades can experience. This quests expect you to study every nook and cranny in the overworld to have a chance. Items and upgrades are very expensive.
Seriously, tone down these enemies, specially the darknutts and wizzrobes. The dungeon flow is off because the enemies are really annoying. windrobres and wallmasters are just there to annoy the player even more. I didn't feel any accomplishment in beating your quest (after L6, before that, it was nice).
Another issue is the ice block puzzles, they really feel out of place. They just don't fit. There are very few puzzles in the quest, but these are very hard and complex without a good reason. There isn't a difficulty curve for those puzzles, you just threw them into the quest. The final boss is pure bullshit also, "kill her before her kill you", and that's it.
The second overworld feels underdeveloped and a bit empty.
Music... you can have better midis in your quest. Many midis in this quest are repetitive and they don't go anywhere. Confussion is perfect, though 8-D
Btw, I enjoyed the quest even with the obvious flaws. If you tweak some things, you can improve the experience vastly. It's really annoying to explore Confussion, while the enemies respawn and you have to kill the same wizzrobes over and over to open the freaking door AGAIN..
Nice placement of secrets, I feel that the main overworld and the secrets were the clear highlight.
Legend of Lana
Overview
Feature Quest
Creator:
Mani Kanina
Genre: NES-style
Added: 01 Apr 2015
Updated: 18 Nov 2015
ZC Version: 2.50
Downloads: 976
Rating[?]:
|
Download Quest (11.35 MB) |
Information
Cia has kidnapped Link and shattered the Triforce of power! It's up to Lana to collect all 8 fragments of it and save hyrule!
About Reviews Comments Forum Topics
Eddy
Posted 17 October 2015 - 01:50 PM
After 13 hours, I have finally managed to beat this quest. This is a very well made quest which takes a really unique twist on Zelda 1. There were quite a few moments which stumpted me but I managed to get around them after a while and progress onwards.
There are quite a lot of great things I can say about this quest. The whole idea of a shieldless protagonist was pretty well executed. There are some moments where you have to avoid fireball shooters, but I found those to be pretty good for a challenge. I never got too annoyed or irritated by not having a shield throughout almost the whole quest. You just gotta adapt to the new style of play really. The screen design is pretty well done, especially with different areas having their own themes and the all new dungeons. Tropara was an interesting addition to the quest, with a really sweet bonus dungeon which made the final dungeon a lot easier. All the items had some sort of use one way or another which is really nice to see since I like how you need to use other items to kill some enemies rather than sticking with just your magic. There were some pretty cool music choices here and there (I love that purple forest song over to the east, and Tropara sounds awesome too). I'm not sure what the difficulty balance was like before all the major updates came along, but from the most recent version I'm playing, v2.2, the difficulty balance was good for the most part. Some parts were a little harder than others early on (Level 4 with those damn bats) but overall I didn't find anything TOO bad and unbalanced. I was going to make a comment about how the "destroy the core" boss from the Sand Chamber was far too hard and unfair in the bonus dungeon, but I didn't try using the boomerang to get rid of it quickly so I'll let that complaint slide completely
Some secrets were pretty well hidden and cryptic, some a bit too cryptic, but most of the hints were quite clever and well thought out. Finally, the dungeons themselves all have their own unique theme which is really cool. All the themes were pretty interesting and my favourite dungeon is probably Level 5 or 6 out of them all (gotta love that Smash theme song). The Four Sword Palace style boss for the bonus dungeon was a very cool addition. That was a pretty awesome battle. Same can be said for Level 8's boss. Gotta love that Mario & Luigi style battle 
Though there are plenty of great things I can talk about there are, of course, the downsides. For one, I really dislike Level 8. The first half of the dungeon was pretty awesome, but then you get to Confusion... which sucked. I love the concept of a dungeon which warps you around everywhere, but I felt like the execution of the concept was badly done. This also includes the completely random puzzle solutions which made absolutely no sense. I understand that's probably the whole point of the dungeon, but I felt that was a bit too much for me. Secondly, those ice block puzzles man... you seem to have quite an obsession with those
I didn't mind seeing them occasionally, but I feel like there was a little too much of them near the end of the quest, some which are insanely difficult and where I just needed a guide to solve them (I mostly referred to SCKnuckles' playthrough for the solutions). The 2nd ice block puzzle in the Water Chamber was very clever, I'll give you that. That was a very unique way to implement both an ice block puzzle and a regular block puzzle, so good job there. Finally, one minor thing that annoyed me quite a lot throughout the quest were the wallmasters. I normally never have any issues with these guys, but for some reason in this quest I tend to get myself constantly grabbed by them in the later dungeons. The silver wallmasters in particular were the most annoying, especially when I have to stay near the wall. Again, this is a minor thing, so it's nothing too much to worry about.
Overall, this was a very awesome quest. I enjoyed quite a lot of it and it had a very unique and interesting play style. For those who want a pretty nice classic experience with quite a lot of interesting new twists, this is the quest for you. Definitely recommended. I'd give this quest a 4.5/5, which rounds up to a 5 in the database rating. Great job Lunaria! Looking forward to more stuff from you
There are quite a lot of great things I can say about this quest. The whole idea of a shieldless protagonist was pretty well executed. There are some moments where you have to avoid fireball shooters, but I found those to be pretty good for a challenge. I never got too annoyed or irritated by not having a shield throughout almost the whole quest. You just gotta adapt to the new style of play really. The screen design is pretty well done, especially with different areas having their own themes and the all new dungeons. Tropara was an interesting addition to the quest, with a really sweet bonus dungeon which made the final dungeon a lot easier. All the items had some sort of use one way or another which is really nice to see since I like how you need to use other items to kill some enemies rather than sticking with just your magic. There were some pretty cool music choices here and there (I love that purple forest song over to the east, and Tropara sounds awesome too). I'm not sure what the difficulty balance was like before all the major updates came along, but from the most recent version I'm playing, v2.2, the difficulty balance was good for the most part. Some parts were a little harder than others early on (Level 4 with those damn bats) but overall I didn't find anything TOO bad and unbalanced. I was going to make a comment about how the "destroy the core" boss from the Sand Chamber was far too hard and unfair in the bonus dungeon, but I didn't try using the boomerang to get rid of it quickly so I'll let that complaint slide completely
Though there are plenty of great things I can talk about there are, of course, the downsides. For one, I really dislike Level 8. The first half of the dungeon was pretty awesome, but then you get to Confusion... which sucked. I love the concept of a dungeon which warps you around everywhere, but I felt like the execution of the concept was badly done. This also includes the completely random puzzle solutions which made absolutely no sense. I understand that's probably the whole point of the dungeon, but I felt that was a bit too much for me. Secondly, those ice block puzzles man... you seem to have quite an obsession with those
Overall, this was a very awesome quest. I enjoyed quite a lot of it and it had a very unique and interesting play style. For those who want a pretty nice classic experience with quite a lot of interesting new twists, this is the quest for you. Definitely recommended. I'd give this quest a 4.5/5, which rounds up to a 5 in the database rating. Great job Lunaria! Looking forward to more stuff from you
- Mani Kanina likes this
Eppy
Posted 12 April 2015 - 01:48 AM
Twilight-Prince pretty much explained it well up to Level 6. From there, it starts to get a lot more ludicrous. For not having a shield, it sure isn't balanced around that. There is nothing more fun than trying to kill a bunch of enemies or bosses while trying to "avoid" 4-8 fireball shooters.
Level 8 Confusion, while clever as a whole, some of the puzzle solutions are no.
Level 9 is where I ultimately had to stop. the enemies are just, not very fun to try and kill with the weapons you are given. The splitting darknuts for example with a white sword and no hammer, and trying to kill 4 in a room, and some rooms with plenty of wallmasters.
The game just doesn't feel balanced correctly and just starts to drag on.
Level 8 Confusion, while clever as a whole, some of the puzzle solutions are no.
Level 9 is where I ultimately had to stop. the enemies are just, not very fun to try and kill with the weapons you are given. The splitting darknuts for example with a white sword and no hammer, and trying to kill 4 in a room, and some rooms with plenty of wallmasters.
The game just doesn't feel balanced correctly and just starts to drag on.
- KingPridenia , SyrianBallaS and Twilight-Prince like this





