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Passage Through Time

Rating: 3.82/5 (11 ratings)

Reviews

SkyLizardGirl  

Edited 14 April 2020 - 05:11 AM
It's a pretty good quest.. Only thing is, at the beginning of the game,
you could probably very simply hide the teleporting FFC blue girl that follows Link around with an Overlayer atop her to hide her sprites on all the
screens when she teleports onto link to follow him with whatever script you were using in the first scenes of the game.

My eyes are quick and i noticed this simply.
Anyways, That's what i would do to hide that problem.

But besides that issue.., (you made the Leevers too fast in the desert near the gerudo castle..) x_x
  • ywkls likes this
 

Malstygian  
Rating: 4/5

Edited 06 April 2020 - 08:08 PM
Just finished this yesterday and I found everything except for 1 piece of heart.

Spoiler


When I first started, I was really impressed and enjoyed the quest, but by the end, things got extremely repetitive. The final boss fight was creative and left me with a somewhat more positive impression while watching the credits. My official rating is 3.3/5, but since we can't do half-stars and I can see the work you put into this quest, I'll round it up to a 4.
  • ywkls likes this
 

Useless Old Man Wisdom  
Rating: 4/5

Posted 21 September 2016 - 08:10 PM
I originally played through this quest around when it first came out. I see that the quest has been polished up quite a bit since then so decided to replay.

I'm a big fan of the time-of-day gimmick and found it fun to find the Schrodinger's items that appear at certain times of day. Its really impressive how well executed the scripting is in this department. I recall there were some issues with this, including wierd continue bugs and the possibility of game breaking bugs with regard to the time system in the early version of the quest, so good job getting those things sorted.

While the time-of-day system and thusly complex and nuanced overworld are strong, the dungeon design is not. I hesitate to call it bad, because the last three dungeons, and especially the temple of time are a complete 180 from all the prior ones. That said, I feel the dungeon design up to those last three was very mediocre. Basically, the dungeons are nothing but blocks of 3-5 rooms that one must sort through to find a key, and then progress through a locked door to repeat this cycle of 3-5 rooms over and over. There is no cohesive flow or need for strategy, which almost makes these dungeons tedious. The creator obviously has talent in dungeon design as can be seen in the last 3 dungeons, which makes the design of all the prior dungeons puzzling. Maybe this is meant to keep in spirit with Balance of Nature, whose dungeons also were made like this and for which quest this one is a sequal.

The difficulty is average-easy, so even though there are tons of things to explore for on the overworld, the quest advances quickly. Even the optional sidequest for the golden beasts seemed pretty underwhelming in terms of challenge. To this end, I found that the item I won for finding all the gold skulltulas turned the difficulty down to ridiculously easy and was pretty much game breaking for that reason.
  • Deedee likes this
 

Joelmacool  
Rating: 2/5

Posted 10 January 2016 - 09:18 AM
The dungeons in this game is the same. There is no difference in the dungeons apart from the colour, enemies and length.

The overworld is alright but seems boxed and some screen don't have a lot of detail.
Good try, good concept.

Sorry but a 2/5
  • Mani Kanina likes this
 

Mr. Sqweakers The Great  
Rating: 5/5

Posted 10 January 2016 - 04:56 AM
I wish there was a rating above 5, because I would definitely rate this game way above 5.
  • Taco Chopper , Deedee and ywkls like this
 

Eddy  
Rating: 3/5

Posted 30 December 2015 - 01:50 PM
Well, this quest was definitely a journey. Playing through this kinda felt like a rollercoaster, there are some really cool parts, and then the really bad stuff kicks in right after.

I'll begin with the good parts of this quest. The overall idea of changing the time of day is pretty unique, something I haven't seen done before on ZC. I really like how you made use of different times of day for different things to happen, I found that very cool. Design in general... was pretty mediocre, but I do have to give credit for the design in the caves. I just wish everything else was at that kind of quality. I also do like the usage of items and some cool puzzles here and there. The Pegasus Boots are great, and I loved dashing into so many things. I do like the floor tile puzzles too. Those were really neat. Some of the sidequests were pretty neat as well, like the Skulltulas and the Golden Beasts (never got 100% though from those). So yeah, those were the good things I can say about the quest.

Now for the downsides, which sadly, there were many. First off, the screen design wasn't all that great. Most of the screen design was pretty bland and empty, and there were numerous tile errors I came across. I can only think of one overworld screen that actually looked pretty nice. The caves were also the only places with good screen design. The dungeon themselves suffer the same issues. Most of the dungeon design is very repetitive and bland, with just the same look everywhere you go. The later dungeons also begin to drag on forever as they get really big. I usually don't mind big dungeons, but these felt like they took forever to finish and just got really boring after a while.

Next up is the difficulty. The difficulty felt kinda crazy throughout the quest. Some dungeons were very easy while others are pretty tough. A huge questionable choice I came across is that water/sewers dungeon (Level 7?) being filled with Octoroks, when the dungeon before and after had much more difficult enemies. This kinda feels really weird and the difficulty curve just feels all over the place. Furthermore, the boss of that Abandoned Villa dungeon was insanely hard compared to the rest of the dungeon and the rest of the other bosses in the game. I never thought the Helmasaur King can be that crazy. Also, the enemy variety in some dungeons is really lacking. Having to fight the same 2 or 3 enemies over and over in some dungeons got boring fast and maybe having a wider selection of enemies for most dungeons would make everything feel much better.

Another thing is the puzzles. I did mention earlier that some puzzles are pretty neat, but there are others that were pretty bad IMO. The biggest issue is those switch puzzles, where you have to hit them all in the correct order. For the first couple times, they were pretty cool and had understandable hints. But later on, they became so frequent and annoying I longer could enjoy going through them. What's worse is that some of the hints are insanely long and takes forever to comprehend, and at that point, the puzzles just became a guessing game throughout most of the quest. I'm happy that there are a few puzzles that at least have easy to understand hints.

Most of the scripted enemies you used are pretty bugged out too. Most of those bosses don't work right at all. Some of them have way too large hitboxes and others have pretty horrible animations. Most of the bosses don't seem like they're working right either. The Big Moldorm for example doesn't look right at all, and I'm pretty sure it was supposed to work like the one in ALTTP, but instead of that, the alternative works pretty horribly honestly. At least there were a few scripted enemies that worked just fine (Armos Knights and Orithan's Ice Lynel). But still, most of the scripted bosses don't look right at all. Minor thing, but I also noticed enemies can walk over the pits in one of the caves, which doesn't make sense at all :P

I also managed to get myself permanently stuck in Turtle Rock by going into the miniboss before getting the Mirror Shield. I know you mentioned already in-game to get the Mirror Shield first, but honestly that's not the best way to prevent people from going in there without it. Why not just put in a Mirror Shield trigger in front of the locked door so people don't go in there without the Mirror Shield by accident? That seems like a much better way than just saying "Don't go in here without a Mirror Shield".

Finally, the time changing mechanic was pretty neat, like I've said before, but the final dungeon kinda went wild with it. I guess this is more of a minor thing, but constantly playing the harp 2 or 3 times in a row to get to the time of day you need gets a bit annoying after a while and gets very repetitive. But it's nothing too major.

Overall, this quest is definitely better than all of your other quests so far. There's some promise here and I definitely see that you've tried with this one. It's got good things and bad things, but I'm very sure you'll do much better with later quests. Therefore, I'm going to give this quest about a 2.75/5, which rounds up to a 3. There's plenty of potential here and I'm looking forward to any more future quests of yours.
  • Matthew , Joelmacool , Avaro and 1 other like this
 

Deedee  
Rating: 5/5

Posted 17 December 2015 - 03:48 PM
Great quest!
  • ywkls likes this
 

arieltap  
Rating: 4/5

Posted 15 November 2015 - 11:33 AM
Fun and engaging quest, once buggies are worked around. Beta testers missed a lot! But in spite of issues, I really enjoyed this. Just needed some refinement before publishing...
  • ywkls likes this
 

Mr.Butters  
Rating: 4/5

Posted 12 November 2015 - 02:44 PM
after giving the game some thought i give it 4/5
  • ywkls likes this