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Destiny of the Oracles

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Creator: ywkls Genre: Story-driven Added: 11 Sep 2020 Updated: 29 Apr 2026 ZC Version: 2.55 Downloads: 2655 Rating[?]: Rating: 4.46/5 (12 ratings) Download Quest
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hylian_brat  
Rating: 4/5

Posted 20 June 2024 - 02:38 AM
This quest is bonkers! In a good way. I give it an easy 4/5. I didn't even realize this was part of a series. The back and forth between Din and Nayru -- it's practically two games in one. I'll definitely be going back to get the rest of the story (before and after). Currently have Nayru Level 8 to do and working on the trade sequence -- wished i'd have realized that sooner.

I gave it a 4 star rating because of a few hiccups. I got knocked back into an out of bounds wall in Nayru 7 and the water mechanics on the boots in Din 7 were.... a bit wonky at best. Overall a very solid game. Love the story! Keep up the great work man, i'll be looking at your other stuff.
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Eddy  
Rating: 3/5

Posted 09 June 2024 - 02:27 PM
Finally got done with the majority of this quest. There's only postgame stuff left over but I'm burnt out so I'll probably come back to that at a later date. Regardless though, this is certainly your best quest by quite a margin compared to older stuff, I can see a lot more care and effort put into this one with still plenty more things to improve on, which I'll get to later. For one, the concept of the quest is really cool, playing as both Nayru and Din in two different worlds as they progress parallel to each other is neat. I also love the interconnectivity between them, how stuff in one world affects the other etc, it definitely made for an interesting experience. The recreation of Labrynna is neat and the whole new Mirror World is cool too. The dungeons for the most part are pretty good actually, a lot of them have very good concepts and gimmicks and were quite fun to go through. I especially like how complex some of the earlier dungeons were. The new items were used quite well and it's certainly refreshing to see new things in general, so ya that's good. I also really like the minigames and other sidequests included, they definitely give new life to the quest and it's awesome to learn about Farore in the middle of all this. The fairies and letter deliveries were also pretty fun too.

On the topic of the dungeons though, while most of them were fine, a lot of the later ones started to drift more towards traversing long corridors for keys and got a little boring. I do appreciate that you have branching paths now so it's not all one straight path, but I do kinda feel like the lack of any central gimmicks that affects everything dragged them down a bit. For example, early on you got the red/blue block dungeon from the factory, the graveyard gallery place, especially the ice dungeon, where those felt more "complete" to me in a way, like you gotta hit switches that changes the whole dungeon and find new paths and return to old places in a different way etc. The later dungeons kinda lacked this and since they were getting big I think it started to feel like a lot of random rooms were in there just to fill space and ended up just being long single paths to keys in like 5-6 directions. A good way to combat this imo is to maybe start experimenting with making loops, or having multiple ways to reach the same area. By this I mean from the get go, you can have a bunch of rooms that loop around back to the start, giving it a more open approach and you can have chests and puzzles and stuff along the way while also not resorting to corridors that go on for ages, if this makes sense. And then if you have this in addition with more gimmicks like the first half of the dungeon that affects everything, they can be really really good.

The general design of the quest is fine for the most part, I can see that you're kind of getting the hang of the tileset which is nice. Dungeons generally look much better (although some are still a bit on the bland side), and Labrynna is alright actually. I do feel the Mirror World kinda took a hit on the design, some of it isn't exactly the best imo, maybe because of some palette choices (like the forest) or having rocks on the mountain walls which visually look confusing. This also then applies to some places looking too "blocky" still, although it's certainly not as bad as in the past, so there's improvement. The bigger issue I have is perhaps the style clashing of a lot of things, particularly the player sprite and most custom enemies. The NES, GB and highly detailed DoR mix doesn't look right and definitely makes things look very weird for me. I still would recommend sticking with a simpler tileset to refine your screen and quest design, especially when it comes to overworlds. It might even be worth trying out Cambria since I feel that is quite easy to make really nice things out of imo.

Lastly, I want to make a quick mention of the scriptwork. For the most part, they're ok, but there's quite a lot of glaring bugs and glitches with the scripts that definitely detracts from the quality. Most things work, especially items, but I think the custom enemies absolutely take the biggest hit of this. A lot of them do work fine, but visually they do not. And by that I mean a lot of the larger enemies kind of just glitch around a bit when they change direction, particularly in the later dungeons where they begin to just phase through solid blocks because of how big they are. The bosses as well suffer the same problem and just look very stuttery unfortunately. Some enemies as well were super frustrating to fight against because of their size and weird behaviour, for example the Fokka enemies being 1x2 in tight sections makes them a mess and because Z-axis isn't enabled you can still take hits when they're doing that flying jump in the air, which is both annoying and nonsensical. I would enable enemies to jump/fly through the Z-axis to solve this problem. Lastly other minor things that add up, I'd recommend speeding up the ice blocks, not exactly the worst, but that would make solving ice block puzzles a bit quicker since they slide way too slowly imo. I also would recommend removing the solidity of the hamiltonian paths, I'm thankful for a reset button but as it is I find it a bit odd how the tiles go solid when there's no need to as it is in the Oracle games or the Minish Cap.

Regardless, there's probably other things I missed idk but for the most part this is solid, definitely has a lot of care for it and I think it's still your best quest despite my issues with it. You still got ways to go I think, but there's improvement and I think that's awesome. Was good fun overall besides some weird things, but yeah I'm kinda hovering around a 3 to 3.5 or so which I suppose will be a 3 for the PZC rating system.
 

Useless Old Man Wisdom  
Rating: 4/5

Edited 26 October 2020 - 07:11 PM
Destiny or the Oracles is epic in scope, virtually seamless in refinement, and brings a whole lot of gameplay content to the player. Obviously inspired by the gameboy zelda titles, of which I have to admit I am not that familiar, DotO seems to be a loose interpretation of those official games, both for better and for worse.

To start with, the core gimmick of DotO, mainly that two separate, playable characters must cooperate throughout separate - but linked - worlds, is inherently pretty difficult to pull off. A lot of thought obviously went into the design of the two overworlds and the cave systems, as well as the events triggered by each character, in order to advance the story in the other world. Both overworlds are very well done in my opinion, both in the aesthetic and the practical senses. The various landscapes flow together well and just look pleasing to the eye, with a good amount of detail throughout, but also avoiding the pitfall of over-detailed screen palettes distracting the player. The warp system in both worlds is well implemented and useful.

While playing through, I encountered zero errors with regards to the save/continue system, switching between characters, or event-related strings and scripts. I cannot recall any layering, or other bugs, wherein I became stuck and had to reset. The quest is very well done from a technical standpoint. Even though I cannot even begin to really understand the technical specifics, I can intuit that putting something together like this, and to refine it to such an extent, must be very difficult and time consuming. There are also a wealth of side quests to keep the player busy between various dungeons, and related exploration needed to advance the story, which is always appreciable.

Unfortunately, I just had a hard time staying engaged with the dungeons themselves. If you have played any of the quest maker's other quests, such as Passage Through time, you may be familiar with the dungeon-design philosophy also used in DotO. Mainly, while the dungeons themselves are pretty large and multi-floor, and even multi-phasic at times, I would not call the dungeons particularly complex. I mean, at least not complex for me, the player, to play through. Mainly, there is one necessary strategy used throughout: play through blocks of 5-7 screens at a time to find a key or keys, unlock a door or keyblocks somewhere else, then repeat. There is very little cohesion in the dungeons as a whole, and thus, navigation is incredibly simple and boring at times. While this means that backtracking is also kept to a minimum, which some players really appreciate, there is also often no need to revisit screens or even large swaths of a particular dungeon if you can (and you probably can) intuit the correct path the first time. Another problem I had, particularly in the later dungeons that use a warping system, is that I found it hard to keep track of where I was due to lack of distinctive visual cues. By that I mean, while navigation remained quite simple if I made sure to check carefully with the spacebar map, I had to do a lot of looking at the spacebar map because the screens kind of all blend together and look the same.

A notable exception to my feeling disengaged with the dungeons are the Black Tower and Hall of Mirrors, both of which made me stop and think several times about how to proceed. I would call the Black Tower a bonafide complex dungeon, and one where the core gimmick of two playable characters cooperating really shines. I kind of wish all the dungeons were like this, with playable characters working together on the same screen to solve puzzles, like there is throughout Panoply of Calatia for instance, although that would require a radical redevelopment and would be outside the quest's stated aim. I have to admit, I also liked the Din Level-4 bottomless hole dungeon quite a bit. The earlier dungeons also contain some secrets that can be obtained and triggered by items obtained later, so make note when you see a big treasure chest that you can't access for whatever reason. I think that the puzzles, while often quite simple to solve, were also implemented pretty strategically in such a way to help with good pacing throughout the dungeons.

There are an incredible amount of custom enemies and bosses used throughout DotO. Unfortunately, particularly in the later dungeons, I think the execution of these custom enemies was not the best. For example, the Zelda-2-style enemies, in all of their huge-sprite glory, end up walking all over the screen at times, including ignoring layers and other hypothetical obstacles. Honestly, also particularly in the later levels, there are often just too many enemies per given screen and it becomes a serious chore to try to defeat them all before advancing. My tactic for these later dungeons was full of tanking damage, using the Roc's (I mean the Moosh's) feather with Din, or spamming the Sword of Fate with Nayru just so I didn't have to spend so long dealing with enemies. Likewise, those same tactics seemed to work pretty well when it comes to dealing with bosses. Perhaps because I'm good at exploring and finding health and defensive upgrades, little strategy was required on my part for any bosses besides tanking damage and attacking aggressively. To that end, almost all bosses and mini-bosses went down very easily the first time. Those ones that have a large amount of HP, for which I found tanking damage wasn't that effective due to the length of the fight, also, as it turns out, go down easily if one picks a more effective weapon to attack aggressively with.

With all of the side quests, custom enemies, bosses, and mini-bosses used throughout, DotO really starts to teeter on that "everything but the kitchen sink" level of excess. By that I mean, there are enemies and NPCs from many Zelda games, but also easter eggs, scripted gimmicks, and Zelda-Classic-community inside jokes, that it all starts to seem thrown in "just because" and doesn't really add very much to the gameplay experience in my opinion. If you've played Ballad of a Bloodline, you may understand what I'm talking about where the external fluff seems to steal focus from the core plot and kind of take over in and of itself. I think that this is a pretty minor gripe but certainly worth pointing out.

Overall, before any post-game content, I experienced a good 22-hours of so of gameplay from Destiny of the Oracles. With the post-game content, that time is closer to 27 hours. I want to say that the quest plays a lot like the gameboy Zelda titles, but with ywkls' dungeon-design philosophy and a whole lot of padding also thrown in to bolster the experience. Despite the flaws, it is very evident that an immense amount of time and effort went in to producing the quest and this definitely shows through in a smooth gameplay experience. The overworlds, as well as the two dungeons where multiple playable characters are able to interact, are definitely the big highlight to DotO.
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aranche  
Rating: 5/5

Posted 15 September 2020 - 09:42 AM
this quest is amazing i like the oracle story and the switch forth and back between characters i self have played oracle of ages long time ago and im glad i did in labrynna now the quest itself is nice keep it up 5 stars for you
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