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4 Temples

Overview Feature Quest
Creator: Kivitoe Genre: Miniquest Added: 05 Jul 2016 Updated: 07 Jul 2016 ZC Version: 2.50 Downloads: 477 Rating[?]: Rating: 2.4/5 (4 ratings) Download Quest
(2.44 MB)
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Anarchy_Balsac  

Posted 07 July 2016 - 07:20 PM
I got bored with this and beat it without fully exploring the content, however, a few things to note:

A) It's super easy, which is ok, but you may want to let users know in the description. Some people like easier quests, some, such as me, prefer super hard ones, but letting people know is good either way. How easy is it? Level 1 and 2 are easily done with the green tunic, 3 hearts, and wooden sword. In fact, you can completely avoid being damaged in level 2, which is oddly a lot easier than even level 1.
B). Some screens have no enemies, which, again, is ok, but there needs to be a reason for that. Is it a place that terrifies the monsters? A dungeon entrance? A place magic blocks them from going?
C). Music doesn't always loop properly, and some push block appear to have a mis-matched under-combo. It feels like there was no play testing at all. This may not be the case, but it feels that way. Because as previously noted, the map and compass don't seem to do anything.
 

zcbeadnik  

Edited 07 July 2016 - 07:08 PM
A few notes:
A) You may want to put few triggers or item checks that appear before going into the dark world. I was able to get the magic sword with 4 hearts, 10 minutes into the game.
B) The dungeon map and compass do not appear in the subscreen.
C) The key counter does not count how many keys the player has.
D) There are a few typos (I don't hold that against anyone, especially ESL people, but it it's helpful to know).
E) Triggers need to follow convention (i.e. Gohma eye = arrow) in order to reduce player confusion.
F) As Alucard said, Level 5 is a point of no return... and F6 - Save (and subsequently quit) is the only way to get out.
  • coolgamer012345 likes this
 

coolgamer012345  

Posted 06 July 2016 - 04:58 PM
So, I decided to play this and wanted to give some advice.
First off, a lot of the screen design is rather open and in many cases rather boring. For example, the starting screen:
Posted Image
There's a lot of empty space (especially in the top-center of the screen) and there's only a single row of mountain tiles in the top and bottom of the screen (which, in itself wouldn't be too much of an issue, but it's making the screen more open here, which really isn't helping). Making the mountains come into the screen a bit more would help. Also maybe some patches of small bushes rather than them just being placed haphazardly.

Another common thing I've noticed is screens with too much mountains, which is also problematic. For example:
Posted Image
When there's that much mountain, it looks very boring. I don't really have any advice on how to fix something like this without completely re-doing the screen.
And that leads me onto another issue, in that areas are bigger than they need to be, and makes it seem like a lot of the screens are there just to be there. Some examples:
Posted ImagePosted ImagePosted Image
I'd suggest redesigning the areas some rather than just putting stuff on the screens.

Something else I'd suggest doing is putting the Whistle in a dungeon, rather than a shop, since it's needed for progression and could be missed if someone didn't bother to grind for enough money for the shop (or just forgot that it was in the shop at all). I'd also suggest putting the Lens somewhere, since it might be used, though I suppose isn't technically needed to progress.

Also, a lot of screens have way too many enemies or enemies that are tedious to fight early on (Goriya's, Gidbo's, Likelike's). Speaking of Likelikes, why were they on the overworld? Also why was there only a single screen with them?

There's also some odd choices for secret triggers and such. First example I can think of is this:
Posted Image
It took me a while to realize that's a magic trigger.
Another example:
Posted Image
I wouldn't say this is too big of an issue (the gohma's eye is a boomerang trigger), but it's still a bit odd. Also, the Gohma statue's eye turning into a rock looks kind of jarring. And the screen the cave-hole leads too is kind of odd:
Posted Image
The mountains look really weird when next to the dungeon walls like that. Also those arrows aren't needed at all, since the key is really obvious.

Lastly, like Alucard648 mentioned, in the 5th dungeon you can't go back out the bottom of the screen. If you save and quit, you go back to the overworld, though.

...

While I'd like to go through many more screens to give some advice on them, I can't really do that. I tried to be general with the critique (like, it could be applied to more parts of the quest than just the screen I mentioned) but I dunno how well I did that. Hopefully you take some of this into account.

(Also, I would of made this a review but I wanted to critique some of the stuff in the quest rather than review the entire thing).
  • zcbeadnik likes this
 

Alucard648  

Posted 06 July 2016 - 07:53 AM
Entering Level 5 is a point of no return.