Ok lets break things down a bit.
-Pros-
-I liked the "choose your path" approach with items being in strange places. Initially I got aggravated but in the end it forced me to explore more and I ended up liking that.
-Dungeon design is solid though I felt like I was going in circles most times.
-Music was fitting.
-I didn't find any bugs or tile/combo errors so that's always a good thing.
-Cons-
-Lets address difficulty shall we since this is a big issue I had with this quest. By all means throw advanced enemies at the player. Strategic encounters can be fun and challenging varying on the available equipment. However don't do things just for the sake of being difficult or tedious. IE giving advanced enemies far more health than they need, cramming enemies into rooms they have no purpose in other than to be annoying (the Patras galore in the castle)
Some other examples - the front entrance to the castle with the room full of blue pols voices. There is no reason I should have to reclear that room EVERY time I walk through it. Given I think I was in the castle long before I should have been but it was just a grindy time sink having to clear that room again and again without the proper weapon. Another example from the Castle. If I'm going to slog through 4 blue darknuts to unlock a door don't make it a 50/50 that I'll end up somewhere I've already been and force me to clear the darknut room again. That's just seriously annoying. Another room on the 3rd floor turned out being a dead end but it forced you to either die or beat tough enemies to open the doors again. Again not cool. These are all things that just frustrate your player. Like I said above by all means make your quest challenging but don't "troll" your player.
-While I admire the open world approach a little direction or nudge in the right direction doesn't hurt from time to time. Hints to a room's purpose or a puzzle are good too. The tower at the north end of the dark woods for instance. There is no indication at all for what will work on that door. Maybe it could be lens'd who knows I never found the lens. But I tried everything on that door and nothing worked. There was a cave I passed through that had a maze in it. No hints anywhere for said maze. There was another maze on the upper floors of the Castle. Same thing no hints. You can put answers to things in places that aren't nearby but do something that will make the player link the information to the puzzle as opposed to write it down and just brute force each one.
-Please don't take my complaints too harshly as I'm trying to be constructive.
Consensus - You did an excellent job with a few minor missteps here and there but still an excellent job all the same. A little more in terms of quest balancing and you should be fine. If you choose to ever pick this hobby up again that is.
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The Island of Yeto
Overview
Feature Quest
Creator:
Yeto
Genre: Dungeon Romper
Added: 04 Aug 2016
Updated: 29 Sep 2016
ZC Version: 2.50
Downloads: 753
Rating[?]:
|
Download Quest (2.52 MB) |
Information
This is the spiritual sequel to:
-Yeto´s Quest
-Tribute to Yeto´s Quest (by TheOnlyOne)
Freedom, Non linear quest, many items's sequences and complex dungeons are the main features
-Yeto´s Quest
-Tribute to Yeto´s Quest (by TheOnlyOne)
Freedom, Non linear quest, many items's sequences and complex dungeons are the main features
About Reviews Comments Forum Topics
Description
This is the spiritual sequel to:
-Yeto´s Quest
-Tribute to Yeto´s Quest (by TheOnlyOne)
Despite of that, this is a full quest, it is properly tested and there are not death knights in Level 1!!
This is my second and last quest, so I learnt something from my first.
But it won´t be a easy way, and many things are not obvious in this quest. Pay attention to details!
Main features:
-Absolute Freedom: I don´t mean openworld or sandbox, this means you could find a secret passage to Level 6, and there you can find a super bomb, so then you may discover new places.... or somewhere you have to make a complicated decision between 3 items.
There are many items's sequences to beat the game.
-Non linear quest: dungeons have not a specifical order, and there is not a delimitated way to do everything. There is a main target from the start of the quest, but you can do it in your own way.
-Many complex dungeons and locations!! there are 5 main traditional dungeons and 2 huge caves, and some extra dungeons. Variable size, from small to huge and labyrinthic. No one is mandatory, and brute force is never required against darkness or maze path... but if you do, it could benefit you...
-Duration: 6-8 hours.
--Updates
--Last Update (29 Sep)
Rebalanced initial rupees, added a keyhole, a easy heart container moved and other minor changes I did while replaying
-Yeto´s Quest
-Tribute to Yeto´s Quest (by TheOnlyOne)
Despite of that, this is a full quest, it is properly tested and there are not death knights in Level 1!!
This is my second and last quest, so I learnt something from my first.
But it won´t be a easy way, and many things are not obvious in this quest. Pay attention to details!
Main features:
-Absolute Freedom: I don´t mean openworld or sandbox, this means you could find a secret passage to Level 6, and there you can find a super bomb, so then you may discover new places.... or somewhere you have to make a complicated decision between 3 items.
There are many items's sequences to beat the game.
-Non linear quest: dungeons have not a specifical order, and there is not a delimitated way to do everything. There is a main target from the start of the quest, but you can do it in your own way.
-Many complex dungeons and locations!! there are 5 main traditional dungeons and 2 huge caves, and some extra dungeons. Variable size, from small to huge and labyrinthic. No one is mandatory, and brute force is never required against darkness or maze path... but if you do, it could benefit you...
-Duration: 6-8 hours.
--Updates
Spoiler
2 field scrolling bugs fixed
New chance to get SwordL3
Tile mistakes fixed (field and tower)
Mines: normal key fixed to specific key
Palace minimap is actived
Drop fixed in castle
Fixed unintentional combos in castle (it let to take a key easily. There is other way)
Removed some wrong bomb combos, dark cave
Changed cave which lead to a switch
Added fast secret shortcut to desert
Another obstacle to get red tunic
Fixed a stair animation
All maps are actived! (ok, except those which are in red tower dmap, but most are small caves)
I felt ending was poor, so I redesigned it. Seriusly, if you finished it, go to last screen again!
Secret shorcut modified (added a new screen)... look near where Syrope is.
Remade a castle room, where map is
Changed like like's cave keyhole to mistery house
3 minor tiles mistakes fixed (caslte, palace and rocktunnel)
Tower: boss music to digdogger's room
Castle: another minor tile error solved, sure it was the last tile error
Mines: boss always returns (I checked and last update didn't solve this)
2 field scrolling bugs fixed
New chance to get SwordL3
Tile mistakes fixed (field and tower)
Mines: normal key fixed to specific key
Palace minimap is actived
Drop fixed in castle
Fixed unintentional combos in castle (it let to take a key easily. There is other way)
Removed some wrong bomb combos, dark cave
Changed cave which lead to a switch
Added fast secret shortcut to desert
Another obstacle to get red tunic
Fixed a stair animation
All maps are actived! (ok, except those which are in red tower dmap, but most are small caves)
I felt ending was poor, so I redesigned it. Seriusly, if you finished it, go to last screen again!
Secret shorcut modified (added a new screen)... look near where Syrope is.
Remade a castle room, where map is
Changed like like's cave keyhole to mistery house
3 minor tiles mistakes fixed (caslte, palace and rocktunnel)
Tower: boss music to digdogger's room
Castle: another minor tile error solved, sure it was the last tile error
Mines: boss always returns (I checked and last update didn't solve this)
--Last Update (29 Sep)
Rebalanced initial rupees, added a keyhole, a easy heart container moved and other minor changes I did while replaying
Story
Story and your quest: A Giant 12-heads FireGleeok has invaded the quiet and sunny island where you live. His nest is in the town's Watchtower. This is in fact your main target, but you can solve this problem whenever you want!
Tips & Cheats
Open mind and pay attention to details! This is not a really long quest but it´s deep, so if you play 15-20 minutes, your first impressions could misread the quest
Everything in this quest is totally beatable!
Everything in this quest is totally beatable!
Credits
Yeto & Yeta
Ezgbc 2.5
Ezgbc 2.5
Mister Snooze
Posted 19 August 2016 - 04:32 PM
Overall a very nice quest, unusual, makes you 'think out of the box'. I gave it a 5, I felt the dark castle could have been less redundant. But the other dungeons more than made up for it. Hours of fun! Good job, Veto, I hope to see more from you!
- Yeto likes this
Useless Old Man Wisdom
Edited 16 August 2016 - 02:35 PM
I guess I'm one of those people that loves walking around in circles, aimlessly for hours, searching for some - any - obscure secret or solution. This quest is a big improvement on the original Yeto's quest in terms of content, design, and gameplay.
Pros:
- I really enjoyed the open-ended, choose-your-own adventure feel. It is possible to shoot yourself in the foot if you pick a difficult path, or make non-intuitive choices, but its also possible to get very powerful relatively early on if you pick the right moves.
- The logic behind secrets is very subtle at times, yet consistent I would say. All of those spinning eye statues mean something beyond "shoot me," or other predictable solutions, for example. Beyond the numerous walk-through walls that are a staple of Yeto quests, there are also a number of item triggers all around that will keep you vigilant looking for the obscure hint.
- Combat is balanced at a medium difficulty. If you are skilled at evading or defeating tough enemies, you can get some very helpful things early on. If you're not so good at that, it means you need to go look for another path and/or upgrades. You are never forced into unfair fights or situations.
Cons:
- I thought the lens of truth wasn't very useful in that it doesn't show things like walk-through or bombable walls, or many item triggers in this quest.
- The Palace. I'm not sure what to say about this besides its probably a very love-it-or-hate-it dungeon. I didn't love it, because my short term memory sucks and the dungeon is reliant on remembering where numerous warps lead to. Maybe this is a testament to how brilliant thus dungeon is that it turns you into the guy from the movie Memento.
Tips (read for my recommendations):
-
-
-
Its too bad Yeto says this will be his last quest. Maybe we really don't deserve Yeto and he has figured it out.
Pros:
- I really enjoyed the open-ended, choose-your-own adventure feel. It is possible to shoot yourself in the foot if you pick a difficult path, or make non-intuitive choices, but its also possible to get very powerful relatively early on if you pick the right moves.
- The logic behind secrets is very subtle at times, yet consistent I would say. All of those spinning eye statues mean something beyond "shoot me," or other predictable solutions, for example. Beyond the numerous walk-through walls that are a staple of Yeto quests, there are also a number of item triggers all around that will keep you vigilant looking for the obscure hint.
- Combat is balanced at a medium difficulty. If you are skilled at evading or defeating tough enemies, you can get some very helpful things early on. If you're not so good at that, it means you need to go look for another path and/or upgrades. You are never forced into unfair fights or situations.
Cons:
- I thought the lens of truth wasn't very useful in that it doesn't show things like walk-through or bombable walls, or many item triggers in this quest.
- The Palace. I'm not sure what to say about this besides its probably a very love-it-or-hate-it dungeon. I didn't love it, because my short term memory sucks and the dungeon is reliant on remembering where numerous warps lead to. Maybe this is a testament to how brilliant thus dungeon is that it turns you into the guy from the movie Memento.
Tips (read for my recommendations):
-
Spoiler
When you come upon one of those rooms that offers you a choice between items or a heart container, choose the heart container. The one exception might be where you can get the magic boomerang, as that item can lead to the red tunic, as well as making the Palace vastly shorter and easier. Otherwise, you can get all the other item choices relatively easily and they don't help more than life does.
-
Spoiler
Don't use any overworld keys to unlock the gates to the castle. The flippers are available sooner than you might think. This should eliminate any possibility of not having an overworld key when you need it.
-
Spoiler
Find the arrows, hookshot in rock tunnel, and superbombs in Subrosian mines asap, then exploit the house on the southeast beach.
Its too bad Yeto says this will be his last quest. Maybe we really don't deserve Yeto and he has figured it out.
- Mister Snooze and Yeto like this
Mani Kanina
Edited 26 October 2016 - 04:48 PM
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Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.
---------
This quest is all sorts of train wreck in many ways. After playing it for around 10-12 hours and still not finding anything I find in the quest that I could point to and say "yeah, this is good", that kind of makes it bad. This quest is not completely awful, I have played worse, but I have not found any reasons as to why I wasted all these hours in it.
I decided to play this because I wanted to get some ideas of what inspired Project Snow (or as it was renamed, the Tribute to Yeto's quest). I know this was made afterwards as more of an answer to that, but if anything that only made me more interested. Yeto's quest is famously known for being rather bad, and given that this claimed to be better (and it certainly looked better from the screenshots) it got my hopes up.
But none of the things that made Project Snow good really exists here. This quest is a confusing mess with inconsistent rules and hints, if you can call them that, for things that even in hindsight barely make sense, let alone when you first see it. From my understanding the idea of figuring these things out is a huge appeal for some people, but I just can't relate to it myself. Walking around randomly for hours until you find that one (or two) things that you missed and couldn't figure out is not exactly enjoyable, and it's not qualitative hours of gameplay for me.
Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.
---------
This quest is all sorts of train wreck in many ways. After playing it for around 10-12 hours and still not finding anything I find in the quest that I could point to and say "yeah, this is good", that kind of makes it bad. This quest is not completely awful, I have played worse, but I have not found any reasons as to why I wasted all these hours in it.
I decided to play this because I wanted to get some ideas of what inspired Project Snow (or as it was renamed, the Tribute to Yeto's quest). I know this was made afterwards as more of an answer to that, but if anything that only made me more interested. Yeto's quest is famously known for being rather bad, and given that this claimed to be better (and it certainly looked better from the screenshots) it got my hopes up.
But none of the things that made Project Snow good really exists here. This quest is a confusing mess with inconsistent rules and hints, if you can call them that, for things that even in hindsight barely make sense, let alone when you first see it. From my understanding the idea of figuring these things out is a huge appeal for some people, but I just can't relate to it myself. Walking around randomly for hours until you find that one (or two) things that you missed and couldn't figure out is not exactly enjoyable, and it's not qualitative hours of gameplay for me.
- Shane likes this
Linkviii
Posted 10 August 2016 - 11:28 AM
I got a couple of keys and the first few items. Had fun doing so but I'm not prepared to brave the entire quest. Had fun watching only0 stream. (I think the wooden twig shouldn't exist and people should just have to find a real sword themselves. People who need a sword from the start don't need to be appeased. idk.) There if fun to be had here.
The Island of Yeto HelpStarted by The Satellite , 04 Aug 2016 |
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