Generally I found this quest to be alright in some parts. Some areas look much better than others and some parts play better too. For the most part, the screen design looks quite nice in some areas (mostly Hyrule Field and Death Rock Mountain) and I liked how the dungeons look (especially Level 8 ). Though I will admit that using palettes instead of CSets would probably make them look nicer, but they're not too bad here. The dungeons themselves are pretty nice and complex with different branching paths everywhere which was neat, though near the end the dungeons started getting very linear and kinda boring.
The biggest problem with this quest is the insane difficulty. Throughout the whole quest, difficulty balance felt non-existent and was all over the place. The enemy choices are pretty absurd for the most part. Placing Bats so early on is not a good choice, and placing all the overpowered enemies without the appropriate equipment (e.g. Stalfos 3 in Level 5) is quite overkill. However, the quest suddenly felt really easy once I got Din's Fire and started spamming that everywhere, but then the difficulty spiked again by Level 8. Also, the bosses are pretty insane and unbalanced too. Level 2's boss is one of the worsts in the quest because of its whirlwinds and I would highly suggest against using whirlwinds as weapons for bosses since it's really annoying to constantly get taken back to the start every time and doesn't add to the challenge at all, it just makes things unfair and not fun. I'd probably suggest to try and balance your difficulty, keep the tough enemies towards the end and keep the easier ones towards the beginning and try to place them depending on your equipment. It's no fun trying to kill Blue Wizzrobes with the Wooden Sword and can be incredibly frustrating. Another issue is the progression through the quest. I felt like the overworld felt a bit too linear and was lacking of many secrets. Most of the screens just felt like filler and felt too straightforward to play through. I also did praise the dungeons for being complex and interesting, though I noticed that there were a lot of cases where you just use keys to get more keys. This is really pointless since you can just skip these and progress further into the dungeon and can result in getting permastuck (like in Level 1 if you use the keys out of order). I would suggest to probably try to plan your dungeons out a bit more and make sure that keys aren't used to get more keys since it's just wasted space. One more thing, some areas are incredibly hard to look at. For example, Level 4 is pretty bad because the layered ice throughout the dungeon really obstructs a lot of the screen and it's hard to see where you're going. This is even worse in the desert area since it's almost impossible to keep track of where the enemies are since they blend in with the layered conveyor tiles and the red CSet. I would try to make the layered tiles easier to look through or pick something else that isn't so bad to look at.
Overall, this was a decent quest for the most part. Some things are incredibly frustrating (difficulty is the worst IMO), but there are a few nice things about the quest. Overall, I would give this about a 2.5/5, which rounds up to a 3. Not bad, but you got potential to make some better quests in the future.
Prismatic Triangle
Overview
Feature Quest
Creator:
PixElvis
Genre: Dungeon Romper
Added: 23 Mar 2017
Updated: 07 Sep 2017
ZC Version: 2.50
Downloads: 315
Rating[?]:
|
Download Quest (1.12 MB) |
Information
Hello everyone admire my first try, good luck I´m new.
I updated a little,I hope you like it again
I updated a little,I hope you like it again
About Reviews Comments Forum Topics
Epsalon ZX
Edited 08 September 2017 - 03:16 AM
Hello. I just started playing. Enjoying so far. My observations.
First...thanks for having the White Sword in the shop. It helps balance the difficulty I keep hearing about early on.
Second...the bomb issue. I noticed you have Red Darknuts on the world map. Typically...they do drop bombs. Maybe you could have them do so in this too in case anyone accidentally uses them all. Additionally...Maybe a bomb drop in the first bombable wall room like you did in the second one. I admit I only had one left when I found that room. I was lucky. (Edit: Never mind the Darknut comment. I just noticed they do actually drop bombs like they're supposed to.)
Level one...I noticed sometimes some enemies just randomly freeze...making them a easy kill. Likely a glitch. It happened twice with the black bats, and once with the Moldorms. Don't recall the rooms this happened in.
The boss is difficult...but also extremely easy. The entrance door doesn't close behind you when you enter the room...so you can sword beam it to death from the entrance. I don't know if you intended it this way or not, so I'm mentioning.
Entrance to Level 2...you can't enter without finishing level one. Nice touch. It keeps people from skipping too far ahead before finishing each level.
That's all for now.
First...thanks for having the White Sword in the shop. It helps balance the difficulty I keep hearing about early on.
Second...the bomb issue. I noticed you have Red Darknuts on the world map. Typically...they do drop bombs. Maybe you could have them do so in this too in case anyone accidentally uses them all. Additionally...Maybe a bomb drop in the first bombable wall room like you did in the second one. I admit I only had one left when I found that room. I was lucky. (Edit: Never mind the Darknut comment. I just noticed they do actually drop bombs like they're supposed to.)
Level one...I noticed sometimes some enemies just randomly freeze...making them a easy kill. Likely a glitch. It happened twice with the black bats, and once with the Moldorms. Don't recall the rooms this happened in.
The boss is difficult...but also extremely easy. The entrance door doesn't close behind you when you enter the room...so you can sword beam it to death from the entrance. I don't know if you intended it this way or not, so I'm mentioning.
Entrance to Level 2...you can't enter without finishing level one. Nice touch. It keeps people from skipping too far ahead before finishing each level.
That's all for now.
- PixElvis likes this
Deedee
Posted 24 March 2017 - 10:08 AM
so, just by looking:
Have you considered using the Instrumentality Tileset? It's a combination of Gameboy and Classic, seems like it'd fit this quest better.
Also, not noticing any palettes in the screenshots or from the little bit of gameplay I've seen. You can select palette in the Dmap editor, makes the colors look better for areas.
Have you considered using the Instrumentality Tileset? It's a combination of Gameboy and Classic, seems like it'd fit this quest better.
Also, not noticing any palettes in the screenshots or from the little bit of gameplay I've seen. You can select palette in the Dmap editor, makes the colors look better for areas.
- PixElvis and Avaro like this
Soraki
Posted 23 March 2017 - 02:41 PM
Level 1 : You can get to a dead end before getting the boss key, there's two ways where you can use a key, one of them lead to 2 other keys that you will need in the other way to get the boss key, so if you use the first key the wrong way you can get stuck... The other thing is that we can't get to the triforce's room.
Level 2 : No way to get in, you forgot to put the stairs right after the front door.
Without speaking of the enemies that pops in the walls etc.
Anyway, you have a pretty good screen design, but you really need some bug testing before sharing your quests.
Level 2 : No way to get in, you forgot to put the stairs right after the front door.
Without speaking of the enemies that pops in the walls etc.
Anyway, you have a pretty good screen design, but you really need some bug testing before sharing your quests.
- PixElvis likes this




