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Hopeless Tower Ascent

Overview Feature Quest
Creator: Kirbsblue Genre: Miniquest Added: 23 Jul 2022 ZC Version: 2.50.1 Downloads: 81 Rating[?]: Rating: 2.75/5 (3 ratings) Download Quest
(1.22 MB)
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Moosh  
Rating: 2/5

Posted 24 July 2022 - 12:37 AM
This is an interesting idea held back by the visuals and editor version. The choice to use the default Classic tiles in the default sprite csets makes for a rather confusing assortment where it's very unclear what is foreground, background, or solid. In a few places it seems figuring out the solidity is part of the puzzles but other times the tileset is just working against you and making it impossible to figure out your intent. The use of 2.50, an older version, also causes some issues. The screen's scroll speed is agonizingly slow for situations where you'll frequently be scrolling back and forth between screens, and the ground collision is very spotty. At times I had to exploit Link's movement to clip into solid objects and jump through. The last example screen of The Long Haul being the prime example of this: I had to stand at the very edge of the conveyor where it would no longer push me and I could only barely stay on the platform while facing one direction, then I could only barely make the jump across sometimes when link's hitbox clippped into the pillar just right. That room was ZC jank at its worst. ZC will probably never be suited for sideview, but 2.55 has a lot of fixes and features that'd be incredibly useful. Better spike collision, sideview ladders, and jump through platforms would all help this quest to flow way better.

Also the whole thing seems to be using four way movement. Why? D:
  • Epsalon ZX , Riflezen and Kirbsblue like this
 

Solynutt  

Edited 23 July 2022 - 08:50 PM
I feel so bad at this game XD
I completely block at the second tower where you have to do a special jump to get to a block above your head (I think? Maybe I don't see something)

This is a good idea!
The idea is good but the camera that switches from one view to another like in the original zelda ... prevents a bit to fully appreciate the experience you propose. It's like punishing mini loading times and they're all the more frustrating when we fall XD
It's not your fault & I made the same mistake in my game, but now I try to adapt the gameplay of my dungeons (and ideas) to the software, so that the mechanics imposed by the software (without code) become advantages rather than constraints!

In any case, we feel that you exploit the link handling, the software, the layers in an original way, you have imagination! I think I might have liked some easier levels XD

Anyway, congratulations for this first (or second) project!!
  • Epsalon ZX and Kirbsblue like this