Have just finished this up and I appreciate this is like 3 years old now but I'm going review it anyway. For a first quest I can certainly see the effort that's been put into this and for that I commend you for being able to finish a quest! The general design is very reminiscent of Zelda 1 with a few modern things here and there and things pretty much look how I'd expect for a Z1-like. I especially like how open everything is so you are free to just go anywhere from the start. I found so many dungeons early on by accident which tbh is pretty funny, but also this is cool for those who want to jump on ahead. I decided to do stuff as intended so I did all the dungeons in order.
What stops me from giving this a 3/5 at the very least though is the fact that the quest is riddled with bugs and oddities that brings down the quality quite a bit. Throughout the whole quest there are undercombo errors, tiles not lining up correctly with adjacent screens and the most important one, the tile warp errors. Many times I find myself entering a room or staircase that takes me to a blank screen or in the corner of a screen where I can't move and have to F6 out. Several times I had to go into the quest file to give myself cheat codes so I can reach places because of design errors blocking the way (biggest one is the minidungeon for Nayru's Love because it was set to NES Dungeon instead of Interior, meaning I was unable to actually go through open routes). This was the biggest problem of the quest and really took out a lot of the quality imo. My personal suggestion is when you are finished with the quest, playtest it from beginning to end as if you are a new player. That way you can go through everything the quest has to offer and fix bugs and modify other things along the way. By doing that you would've been able to get rid of almost all of these bugs before release.
The other major issue I have that isn't bug based is the dungeon design. Some of it is fine, but many times you will come across random push blocks that seemingly have no logic to them that makes dungeon navigation a real pain. By this I mean you'd have a block where you gotta push it vertical only, and then later on it's right only and so on. Considering it's not obvious at all which blocks you have to push, it got rather frustrating. This also applies to the block puzzles which generally would be fine, but it would be very good to have indicators as to where the blocks are meant to go, or what directions they go in. Markers in general or at least some logic for push blocks would make dungeons much better imo.
Overall it's a decent first attempt at a quest, it would be close to a 3 but because of the bugs littering the quest I have to bring it down to a 2. With a lot more practice and confidence with the program though I can expect pretty good products in the future, assuming you are still making quests that is.
The Legend of Zelda: Heir to the Hero
Overview
Feature Quest
Creator:
Twilight Hero
Genre: NES-style
Added: 20 Jan 2021
Updated: 04 Sep 2021
ZC Version: 2.53
Downloads: 388
Rating[?]:
|
Download Quest (1.21 MB) |
Information
Link jr. must find the pieces of the Triforce of Courage, scattered across 8 dungeons of various sizes and lengths, in order to gain access to the lair of Oga'lona, the Moblin Warlady commanding a remnant of Ganon's army.
Edit: Changed some dungeon music, nerfed Death Knights, fixed a potential soft-lock. Minimum required Quest Revision: 1.7
Edit: Changed some dungeon music, nerfed Death Knights, fixed a potential soft-lock. Minimum required Quest Revision: 1.7




