Finally got around to finishing this one up, took me a solid 17 hours to beat and I almost got everything but on the whole it was fine and as far as it being based on Link's Awakening goes I can definitely see it with the design. I'll start out with the positive stuff because there's quite a bit before I delve into my gripes, but firstly the accuracy to LA is great, and I do like the changes and alternative routes that get added onto the quest. Also a fan of changing up the dungeon order and using original dungeon entrances for extra boss fights which is neat. General screen design is fine, nothing too crazy but not too basic as well for the most part, pretty much what you'd expect for a GB quest. Some areas are a bit on the bland side of things but it's nothing actually major. Dungeons on the whole look rather cool, the later dungeons in particular have some nice aesthetics (big fan of Level 7's water world type thing going on there). The miniquests found throughout actually give quite a bit of life to the world as well as all the collectibles scattered throughout. The minidungeons that go alongside the main ones were also rather neat!
Some old puzzles make a return but a lot of the new ones found throughout were pretty neat too. My personal favourites were the ones found in Level 5 since using sideview gravity and blocks was actually quite clever and the magnetic glove puzzles were pretty fun too. I'm not sure why I wasn't expecting this to tie in with your other quests but it was cool to see things all come together and progress on to the next one, even if I didn't quite get what was going on sometimes (I kinda get the idea though). Oh yeah and one more thing, the secret ring is a blessing. Absolutely love having that so I can actually be aware of where secrets and stuff are, I probably would've missed way more if it weren't for that lol.
Ok so with all that out of the way, the critiques I have are fairly lengthy so I'll try not to ramble. The biggest problem I have is the dungeon design, not in terms of looks because that has improved massively over your quests, but rather the actual structure of them. Similarly to your previous quests, they all suffer the same problem of being long winding corridors where you reach a point where you collect several keys in a big bulk, use them all linearly and then repeat. I noticed this from the get go with Level 1 and thought sure maybe they'll start to change things up later on. Unfortunately they did not, and because of this they started to drag a lot and ultimately became the same thing just reskinned. The ONLY dungeon that substantially changed this up was the true final dungeon with the super bombs because there was actually a central gimmick that carried over throughout that actually made me think. This was a very well made dungeon simply because of the interconnectivity throughout and I really wish all the other dungeons had concepts or gimmicks similar to this. Level 8 also had a cool idea with the water level changing, until I realised they didn't actually affect elsewhere in the dungeon and were only active for the bits you were currently in, which ended up just being like everything else. My personal suggestion is open up your dungeons and scale them back in size. For the former, opening up dungeons would be like having multiple paths to reach the same place, and making rooms feel larger rather than winding paths everywhere. For the latter, the dungeons get too big for their own good which ultimately makes them feel quite boring IMO. The later dungeons became an absolute drag because of how large they were when all I'm doing for half an hour is collecting keys and keys and keys and keys and keys. It's ok to have small and compact dungeons with a lot of stuff going on, and more often than not, these actually make for better dungeons IMO.
The other major issue I have is some of the scripts used. For the most part they work fine, but for others I kinda question why you would create your own hookshot script when the base one works just as fine, and admittedly a lot better. The hookshot in this just felt far too slow and clunky. The same can be said for the hammer where I feel there was no need to change that up at all. In fact, a lot of items felt fairly clunky to me, even the sword tbh. Bosses in general were ok but again there's that clunkiness I see which makes them behave rather erratic and all over the place, and on the topic of bosses, sometimes there's no clear indication of what I'm supposed to do to hurt them. Biggest one being Ramrock which I was able to hit at seemingly random and the final boss where some music notes made it vulnerable but others didn't? Idk what was up with that. Also Helmasaurus or whatever the guy was called felt totally broken to me because I would imagine the hammer would be able to affect him everywhere but it turned out to be just on his back... but then sometimes I was able to hurt him when facing his mask and other times not, again idk what was going on there. Like the other review said, the custom subscreen definitely had some delays going on with switching items, which generally isn't a big deal, but having instantaneous switching would be nice rather than this big delay between items.
My final thing is a bit more of a minor thing but it would be nice to know what you were meant to do to get the true ending. After activating all the towers as instructed by the owl you're kinda just left in the dark and there was just no indication of what I was supposed to do. It was only after looking at LPs on YouTube that I found out you had to activate all the switches from the fairies (probably, maybe there were other things I already did). It also meant I had to complete the trading sequence which is cool, but the very final thing to get the mirror seemed completely broken to me, so I had to cheat (it looked like I was not the first one to have this issue too judging by the help thread). Some sort of place to get hints for these things would be quite nice to have, just so you don't end up running around the world for no reason and assume things that were optional actually were needed.
But yeah on the whole this is not a bad quest at all, lots of cool ideas going on here and a nice faithful recreation of LA which is always nice to see. The dungeon design still needs a lot of work so I would suggest to strongly focus on that for your future projects, especially with experimenting around a bit more and cutting down on the long routes. These can REALLY change up your dungeons for the better. Overall I'll give this one a solid 3/5, a little more towards 3.5 but I'm hesitant to give this a 4. Things are slowly getting better with your quest design but I'm sure you'll get there! Good effort regardless.
Remembrance of Shadows
Overview
Feature Quest
Creator:
ywkls
Genre: Story-driven
Added: 12 Oct 2021
Updated: 01 Mar 2024
ZC Version: 2.53
Downloads: 1137
Rating[?]:
|
Download Quest (9.44 MB) |
Information
What if Link never came to Koholint?
After being awoken one night, the young girl Marin learns of a threat to her home.
Now she must gather the 8 Instruments and save the isle from the forces of evil
After being awoken one night, the young girl Marin learns of a threat to her home.
Now she must gather the 8 Instruments and save the isle from the forces of evil
About Reviews Comments Forum Topics
Description
Includes 9 required dungeons with unique puzzles and 2 new bosses per level!
Explore the world to find hidden rewards!
Dig up Shadow Shards to boost your attack power!
Fight invading Mario Monsters to earn tokens that regenerate your health!
Locate blue keys to unlock blue chests which contain a number of items!
Trade items with the locals!
Uncover 20 Secret Seashells to unlock a hidden dungeon!
Delve into 8 mini-dungeons to test your problem solving skills, get additional back story and other stuff!
Seek out a mysterious foe who waits to challenge all comers!
Collect a whopping 48 Pieces of Heart!
And much more!
All future updates will use version 3.0!
Updates
Explore the world to find hidden rewards!
Dig up Shadow Shards to boost your attack power!
Fight invading Mario Monsters to earn tokens that regenerate your health!
Locate blue keys to unlock blue chests which contain a number of items!
Trade items with the locals!
Uncover 20 Secret Seashells to unlock a hidden dungeon!
Delve into 8 mini-dungeons to test your problem solving skills, get additional back story and other stuff!
Seek out a mysterious foe who waits to challenge all comers!
Collect a whopping 48 Pieces of Heart!
And much more!
All future updates will use version 3.0!
Updates
Version 1.0
Version 2.0
Version 3.0
Story
One fateful day, young Marin encounters a strange apparition on the shores of her home
This shadowy double harkens the arrival of terrible monsters upon Koholint. Upon consulting the Wind Fish, Marin is tasked with gathering the Instruments of the Sirens from around the isle. Guided only by a strange Owl who speaks for the slumbering lord of the land; she must seek them out.
This shadowy double harkens the arrival of terrible monsters upon Koholint. Upon consulting the Wind Fish, Marin is tasked with gathering the Instruments of the Sirens from around the isle. Guided only by a strange Owl who speaks for the slumbering lord of the land; she must seek them out.
Tips & Cheats
List of all secrets and when they can be obtained
Credits
Tileset- SuperGB by HeroOfFire
Testers- EpsalonZX, ZackAttack, Zolias, LordKronos, chocobothief12, Eppy37, Gendof
Sprite Contributors- PTux7, Dr Henke, Ether
Script Contributors- Saffith, Moosh, Rush, MoscowModder, Colossal, justin
Script Inspiration- Mitsukara, Zaxarone, Lüt
Music- PureZC Artists, VG Music
Sound Effects- HelptheWretched
Sprites- PureZC Database, Spriter's Resource
Special Thanks- Epsalon ZX, for being a loyal tester and member of my team who readily suggests ways to improve my work
ZackAttack- For relentlessly breaking this quest in new and interesting ways
ZScript Group- For teaching me more about how this process worked than I ever knew was possible.
Nintendo- For making the Legend of Zelda series.
Testers- EpsalonZX, ZackAttack, Zolias, LordKronos, chocobothief12, Eppy37, Gendof
Sprite Contributors- PTux7, Dr Henke, Ether
Script Contributors- Saffith, Moosh, Rush, MoscowModder, Colossal, justin
Script Inspiration- Mitsukara, Zaxarone, Lüt
Music- PureZC Artists, VG Music
Sound Effects- HelptheWretched
Sprites- PureZC Database, Spriter's Resource
Special Thanks- Epsalon ZX, for being a loyal tester and member of my team who readily suggests ways to improve my work
ZackAttack- For relentlessly breaking this quest in new and interesting ways
ZScript Group- For teaching me more about how this process worked than I ever knew was possible.
Nintendo- For making the Legend of Zelda series.





