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Prometheus: Eternal Hero
Overview
Feature Quest
Creator:
Shoshon the Elegant
Genre: NES-style
Added: 02 Oct 2018
Updated: 14 Mar 2019
ZC Version: 2.50
Downloads: 628
Rating[?]:
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Download Quest (3.41 MB) |
Information
Play as Prometheus in a quest to recover 8 artifacts and defeat the Black Forge.
Download the music from here.
Also, I recommend making a file to put the quest and music in.
Download the music from here.
Also, I recommend making a file to put the quest and music in.
About Reviews Comments Forum Topics
Description
A NES style quest, with a developing story.
16x8 overworld.
9+ dungeons.
Tons of secrets.
...and more.
16x8 overworld.
9+ dungeons.
Tons of secrets.
...and more.
Story
After being tied up and cursed with eternal life by Zeus 500 years ago, Prometheus suddenly is set free. With no clue how this happened, he sets forth to discover the truth and recover the power that was stolen from him.
The required cutscenes tell the essential story, but you can learn more by exploring and talking to people.
The required cutscenes tell the essential story, but you can learn more by exploring and talking to people.
Tips & Cheats
Cheats are available if you get stuck, and I will provide them if necessary.
Update:
Update:
Spoiler
1:
Fixed a few areas where it was possible to get stuck without F6ing.
Adding a compass to level 3 to avoid future confusion.
2:
Fixed a potential unintended skip in level 6.
3:
Fixed a combo in level 4 that could use 2 keys.
4:
Added screenshots.
5:
Fixed level 6 odd continue bugs that made no sense.
Fixed unintended level 9 shortcut.
Dealt with Attract Spell issue.
Changed Olive Sprite colors.
Moved Sword and Flippers.
Made Ares' Armor and Zeus' Health Recharge require more HP (18 and 19 olives respectively.
Made said recharge a little weaker.
6.
Added a pickup message for a dungeon item in level 2.
Added a SFX to a room where you need to kill all enemies to get a key in level 2.
7.
Put level 6 boss key back in level 6. How the hell did it even disappear?
8.
Realized a possibility for going to a nonexisting screen in level 6.
9.
Fixed Shipyard Music
Removed SFX for most pickups
10.
Fixed a number of things in level 6.
Fixed a continue issue in the bomb shelter.
11.
Fixed a continue issue in level 5?
Made it possible to reach level 8 without talking to Atlas.
12.
Removed the password from the file.
Fixed a few areas where it was possible to get stuck without F6ing.
Adding a compass to level 3 to avoid future confusion.
2:
Fixed a potential unintended skip in level 6.
3:
Fixed a combo in level 4 that could use 2 keys.
4:
Added screenshots.
5:
Fixed level 6 odd continue bugs that made no sense.
Fixed unintended level 9 shortcut.
Dealt with Attract Spell issue.
Changed Olive Sprite colors.
Moved Sword and Flippers.
Made Ares' Armor and Zeus' Health Recharge require more HP (18 and 19 olives respectively.
Made said recharge a little weaker.
6.
Added a pickup message for a dungeon item in level 2.
Added a SFX to a room where you need to kill all enemies to get a key in level 2.
7.
Put level 6 boss key back in level 6. How the hell did it even disappear?
8.
Realized a possibility for going to a nonexisting screen in level 6.
9.
Fixed Shipyard Music
Removed SFX for most pickups
10.
Fixed a number of things in level 6.
Fixed a continue issue in the bomb shelter.
11.
Fixed a continue issue in level 5?
Made it possible to reach level 8 without talking to Atlas.
12.
Removed the password from the file.
Credits
Scripts:
Joe123 - Item Message Pickup
venrob - Full Conveyors
Moosh - NPC Script (also guided me through making the Trident script).
Beta Testers:
Anthus
Carter
Eddy
klop422
Nightmeres
sutibu
Zaxarone
Joe123 - Item Message Pickup
venrob - Full Conveyors
Moosh - NPC Script (also guided me through making the Trident script).
Beta Testers:
Anthus
Carter
Eddy
klop422
Nightmeres
sutibu
Zaxarone
Eddy
Posted 17 January 2019 - 09:27 AM
I've held off reviewing this for quite some time since I never really got around to doing it, but here we are lol.
To begin with, I'm basing off my opinions on the beta that I played (which I assume hasn't changed too much in the final release). But anyway, the actual quest itself was really nicely made, I had a lot of fun playing it. The world design is really unique and progression is very clear and easy to follow. I especially like how open the world feels after Level 1 or so, and the fact that you can enter later dungeons to get to different parts of the world is really cool. Another thing is how interconnected the dungeons themselves are. I never thought I'd find myself going back into Levels 2 or 3 from later dungeons, and that interconnectivity really makes exploring a lot more interesting. The dungeon and puzzle concepts are all very unique, some of which I've never really seen done before. The soundtrack is all really solid too, and there were a few songs that have been stuck in my head for a real (notable mention to the fields area to the south, shoutouts to simpleflips). The difficulty curve is done fairly nicely and I don't recall any parts that were imbalanced or anything like that. I normally don't pay much attention to stories in quests, but the story for this one is quite interesting and pretty easy to follow through. I felt quite invested throughout the entire quest.
IMO, some of the graphics work can be improved on. I've already explained some things from the beta report from a while back, but things like perspective can be looked into a bit more so some objects make a bit more sense (like the area around the factory). Likewise, some of the sprite work can be touched up on a bit too so things can be a bit more distinguishable compared to the environment. But yeah that's pretty much all I have for that. There may be other things, but I can't recall them atm.
Overall, I'd give this one a solid 4/5. Pretty nice work and I'm looking forward to any more quests you make. I'll probably replay this one in the future, but we'll see lol.
To begin with, I'm basing off my opinions on the beta that I played (which I assume hasn't changed too much in the final release). But anyway, the actual quest itself was really nicely made, I had a lot of fun playing it. The world design is really unique and progression is very clear and easy to follow. I especially like how open the world feels after Level 1 or so, and the fact that you can enter later dungeons to get to different parts of the world is really cool. Another thing is how interconnected the dungeons themselves are. I never thought I'd find myself going back into Levels 2 or 3 from later dungeons, and that interconnectivity really makes exploring a lot more interesting. The dungeon and puzzle concepts are all very unique, some of which I've never really seen done before. The soundtrack is all really solid too, and there were a few songs that have been stuck in my head for a real (notable mention to the fields area to the south, shoutouts to simpleflips). The difficulty curve is done fairly nicely and I don't recall any parts that were imbalanced or anything like that. I normally don't pay much attention to stories in quests, but the story for this one is quite interesting and pretty easy to follow through. I felt quite invested throughout the entire quest.
IMO, some of the graphics work can be improved on. I've already explained some things from the beta report from a while back, but things like perspective can be looked into a bit more so some objects make a bit more sense (like the area around the factory). Likewise, some of the sprite work can be touched up on a bit too so things can be a bit more distinguishable compared to the environment. But yeah that's pretty much all I have for that. There may be other things, but I can't recall them atm.
Overall, I'd give this one a solid 4/5. Pretty nice work and I'm looking forward to any more quests you make. I'll probably replay this one in the future, but we'll see lol.
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Prometheus: Eternal HeroStarted by Shoshon the Elegant , 02 Oct 2018 |
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