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.
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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
Description
Legend of Lana is, if it wasn't obvious, a quest that got inspired by Hyrule Warriors.
After seeing the NES overworld in that game and the sprites, I got quite inspired, and asked myself: What would it be like if you could play as Lana in Zelda 1?
This, is what I came up with! It's one of those "third" quests, that uses an overworld heavily inspired by Zelda 1, but still features some distinct changes, and most important of all; New dungeons!
What to expect:
Difficulty level will be around what you'd expect in the second quest, if I were to make an estimate. By PZC standards, that probably means the quest is a bit more on the easy side. The focus of the quest is to provide a challenge for most players, but not be particularly punishing if the player actually goes out of his or her way to find all the side quests/upgrades on the overworld!
Your quest to reclaim the triforce of power starts now!
----------------
Version 2.3 Change log:
-> The lens of insight now has added graphics to better reflect the on or off state.
-> There is now a second shop that sells the lens of insight.
-> Boosted range and projectiles on all three levels of the standard Special.
-> Special ring recovers special at a faster rate. (Almost twice as fast.)
-> There is now rather slow passive special generation. (Requires new save file to activate.)
-> Version number on status screen is now in a less obvious and intrusive colour.
-> There is now a recommendation to seek out the green tunic when you enter level 4. (It's at this point the game expects you to have it.)
-> The arrow trigger in the lava area of the overworld was made more obvious as to what it was.
-> Players are now told how many hearts they need to have in order to acquire the upgrades that require X amount of hearts.
-> Players are now informed that you can't play money losing making game unless they can pay for the losing fee. (Though, as before, you can still attempt.)
-> New enemy: Bat (L0): It's basically a regular bat with reduced movement speed and half health.
-> Level 4's difficulty has been tweaked:
--> Reduced amount of shooters in rooms that had more than one.
--> Replaced around half of the Bats in the dungeon with Bat (L0)
--> Misc small changes and bug fixes in regards to enemy placements.
-> Manhandla 1's base movement speed (all heads alive) was reduced slightly.
-> The room where you can get a free lens of insight now forces you to walk into it and closes until you clear the encounter.
-> A few new overworld secrets has been added.
-> Added a really obscure overworld secret
And here's the big change:
-> Bombs and Enhanced Bombs base damage has been boosted by 1.
-> Power Bombs let you place more than one bomb on the same time.
-> All bow firing velocity has been increased.
-> New bomb and arrow systems.
--> Bombs and arrows are now finite, but re-stock quickly over time. (Prevents excessive spamming but let's you use them freely.)
--> Bomb and arrow upgrades now increases the max cap of bombs and arrows you carry.
-> Bombs and Arrows are now shown on the HUD.
-> New shop added that sells upgrades that increases how fast ammo is re-stocked. <-(Unless you start a new file, you'll already have this!!!)
Preview Video: https://dl.dropboxus...owsAndBombs.mp4
-> Dodongo had it's health increased to better match the new bomb damage.
-> Made two previous unmovable blocks in level 1 pushable.
-> There is now a marker on each of the special bars to signify when they are completely full.
-> Potions renamed from colours to: Life potion, Special potion, Miracle potion.
-> Reduction to wall masters in some rooms of level 9.
-> Level 9 now features Firerobes replacing some enemies. Firerobes never respawn.
-> Added an animation to the boss room door in Confusion to actually show the player when you can't enter it.
-> Added another path to the item in Confusion.
-> Added another path to the correct boss door in Confusion.
--> These two are rather well hidden, but you now don't have to solve the two puzzles players have had a really hard time figuring out.
-> You now enter the patra room in level 9 in a different way, making the patra not spawn on top of you anymore.
--> Speaking of which, the darknuts and wallmasters have been replaced with another bubble in that room.
-> Bow and Arrow items have had their item names changed to fit inside the item name field in the inventory.
-> Misc bug fixes.
Version 2.2 Change log:
Major game rebalance and changes see included link for breakdown: [Link]
Version 1.1 Change log:
After seeing the NES overworld in that game and the sprites, I got quite inspired, and asked myself: What would it be like if you could play as Lana in Zelda 1?
This, is what I came up with! It's one of those "third" quests, that uses an overworld heavily inspired by Zelda 1, but still features some distinct changes, and most important of all; New dungeons!
What to expect:
- 8 Triforce dungeons!
- A final level with an epic showdown!
- Gameplay inspired by how Lana functions in Hyrule Warriors!
- Shitty humour!
- Puzzles!
- Bathrobes!
- Er, I mean, Batrobes!
- Massive item and Enemy rebalance!
Difficulty level will be around what you'd expect in the second quest, if I were to make an estimate. By PZC standards, that probably means the quest is a bit more on the easy side. The focus of the quest is to provide a challenge for most players, but not be particularly punishing if the player actually goes out of his or her way to find all the side quests/upgrades on the overworld!
Your quest to reclaim the triforce of power starts now!
----------------
Version 2.3 Change log:
-> The lens of insight now has added graphics to better reflect the on or off state.
-> There is now a second shop that sells the lens of insight.
-> Boosted range and projectiles on all three levels of the standard Special.
-> Special ring recovers special at a faster rate. (Almost twice as fast.)
-> There is now rather slow passive special generation. (Requires new save file to activate.)
-> Version number on status screen is now in a less obvious and intrusive colour.
-> There is now a recommendation to seek out the green tunic when you enter level 4. (It's at this point the game expects you to have it.)
-> The arrow trigger in the lava area of the overworld was made more obvious as to what it was.
-> Players are now told how many hearts they need to have in order to acquire the upgrades that require X amount of hearts.
-> Players are now informed that you can't play money losing making game unless they can pay for the losing fee. (Though, as before, you can still attempt.)
-> New enemy: Bat (L0): It's basically a regular bat with reduced movement speed and half health.
-> Level 4's difficulty has been tweaked:
--> Reduced amount of shooters in rooms that had more than one.
--> Replaced around half of the Bats in the dungeon with Bat (L0)
--> Misc small changes and bug fixes in regards to enemy placements.
-> Manhandla 1's base movement speed (all heads alive) was reduced slightly.
-> The room where you can get a free lens of insight now forces you to walk into it and closes until you clear the encounter.
-> A few new overworld secrets has been added.
-> Added a really obscure overworld secret
And here's the big change:
-> Bombs and Enhanced Bombs base damage has been boosted by 1.
-> Power Bombs let you place more than one bomb on the same time.
-> All bow firing velocity has been increased.
-> New bomb and arrow systems.
--> Bombs and arrows are now finite, but re-stock quickly over time. (Prevents excessive spamming but let's you use them freely.)
--> Bomb and arrow upgrades now increases the max cap of bombs and arrows you carry.
-> Bombs and Arrows are now shown on the HUD.
-> New shop added that sells upgrades that increases how fast ammo is re-stocked. <-(Unless you start a new file, you'll already have this!!!)
Preview Video: https://dl.dropboxus...owsAndBombs.mp4
-> Dodongo had it's health increased to better match the new bomb damage.
-> Made two previous unmovable blocks in level 1 pushable.
-> There is now a marker on each of the special bars to signify when they are completely full.
-> Potions renamed from colours to: Life potion, Special potion, Miracle potion.
-> Reduction to wall masters in some rooms of level 9.
-> Level 9 now features Firerobes replacing some enemies. Firerobes never respawn.
-> Added an animation to the boss room door in Confusion to actually show the player when you can't enter it.
-> Added another path to the item in Confusion.
-> Added another path to the correct boss door in Confusion.
--> These two are rather well hidden, but you now don't have to solve the two puzzles players have had a really hard time figuring out.
-> You now enter the patra room in level 9 in a different way, making the patra not spawn on top of you anymore.
--> Speaking of which, the darknuts and wallmasters have been replaced with another bubble in that room.
-> Bow and Arrow items have had their item names changed to fit inside the item name field in the inventory.
-> Misc bug fixes.
Version 2.2 Change log:
- Fixed enemies being able to walk into a specific door in level 6.
- Wizzrobes can now be hit by Spear melee. (Turning it into the de facto end game main weapon that it was supposed to be.)
- Some changes were made to the overworld.
- Difficulty tweaked in most dungeons.
- Removed herobrine.
- Gamble game was replaced by a new customly scripted one.
- Fewer door repairs, and lowered repair costs on those that exist.
- Cutting grass no longer yields rupoors or blue rupees.
- Bribed Eppy to play the quest again.
- A few new rings were coded and added. (One can be find in the ring shop, the others are rare drops.)
- Fixed a few dungeon map errors.
- Added a hidden joke dungeon.
- The infinite wallet now requires you to have the level 9 item in order to be acquired.
- Changed overworld music for two areas, and added a new track for the new themed area. (Thematics only, no new playing fields.)
- Added another gambling room earlier in the game.
- Made a few secrets more obvious.
- Fixed a hint cave entrance not working.
- Fixed a water secret cave now loading it's content.
- Misc minor changes.
- Enemy changes:
- Arrow defence: 1/4 -> None (No defence.)
- Arrow defence: Immune -> 1/2 (half)
Major game rebalance and changes see included link for breakdown: [Link]
Version 1.1 Change log:
- Implemented Whistle Warps.
- Continuing from dungeon entrances is no longer a thing.
- Due to negative reception, the hint shop in the lower left corner now has its own unique hints.
- Fixed some design oversights (level3 chest, peahats, etc.)
- Made some sweeping changes to a single screen on the overworld.
- More blocks are distinguishable in the level 5 mazes.
- Arrow upgrade prices were modified to be more in line with the bomb ones.
- Removed herobrine.
- Level 2 entrance can now also be pushed open with the bracelet, on top of the previous method.
- The desert maze is now exit able to the west.
- Saving and/or continuing in the super secret cave now takes you to the start of the overworld.
- The only locked (regular key) chest in the game was removed and replaced with lock blocks in order to keep consistency.
- The dive warp in level 4 for puzzle reseting was made slightly different in order to help players identify its use.
- Level 5's music was raised in volume slightly.
- Level 5's boss room was modified in order to provide more hints to the player.
- Miscellaneous bug fixes.
Story
Cia has used her time and space bending powers to kidnap Link and shatter the Triforce of Power! As Lana, it's up to you to save the day!
Tips & Cheats
There is now a level one cheat in the quest. Though if you feel the need to use it then I personally believe that this quest just isn't for you. The cheat itself is a "word" that contains the letter "å" good luck!
Credits
Designer and Producer
- Lunaria Stalis
- Reimu
- Mana
- Lejes
- Colossal
- Moosh
- Jamian
- Dwarlen
- stdExtra
- Saffith
- Mero
- FireSeraphim
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
Lightwulf
Posted 29 July 2015 - 02:38 AM
This looks great!
I haven't even played Hyrule Warriors and I think this looks like a great quest to try! I'm greatly interested in the difference in gameplay. I think I've been relying on shields too much. This will be an interesting experience to try! 
I'm adding this to my want-to-play list.
Just gotta' finish some other commitments, first.
I'm adding this to my want-to-play list.
- Mani Kanina likes this
Legend of Lana (v2.2 is out!) Help topicStarted by Mani Kanina , 27 Jul 2015 |
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Legend Of LanaStarted by SCKnuckles , 09 May 2015 |
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