This quest is not as bad as Tropicana (the other tox_von quest in the database as of writing this review), but it sadly shares many of its flaws. The primary flaw is that it's a gigantic exercise in tedium.
- While it doesn't start out with an overworld key hunt like Tropicana, it definitely has one early on.
- The overworld is literally a maze. I'm not talking about an expansive world that kind of feels like a maze. I'm talking cramped pathways everywhere that only have one access method:
Compare this graphic (it's just a picture of a maze found through Google if it doesn't show up) with all the screenshots shown for the quest (keep in mind a lot of paths have turns and forks shown on the same screen).
- There are some puzzles that have ridiculous levels of trial and error like a torch puzzle in dungeon 2 that requires you to enter and exit the room at least 12 times if you are unlucky at guessing.
- Dungeon 2 also has dick moves such as sealing you in with the boss even if you lack the two weapons required to kill it or requiring you to leave the dungeon if you didn't find the bait that's required to find a magic container way on the opposite side of the mazy overworld. I basically gave up after discovering both of those.
- There are only 4 custom MIDIs in the entire quest and they are really generic things like that one Hyrule Castle MIDI everyone used to use. There are a lot of uses of the generic music built into ZC, so I quickly switched to muting ZC's music and streaming online video game music while playing. I personally recommend Rainwave for that type of stuff.
- This is the only "button thumper gameplay" I noticed since most things were just tedious (including enemies like windrobes in dungeon 2):
I'm giving this quest a 2 since I realize I didn't play enough of it to give an entirely fair review, but I still wanted to express how frustrated I was with the tedium prevalent in the quest.
All I can really recommend for fixing that is to open things up a bit more and stop treating the overworld and everything else like it's a literal maze (this was also a big issue with Tropicana). Literal mazes are not fun since it boils down to holding your hand against the wall and walking until you find the next checkpoint you need to reach and don't involve exploration so much as pure luck you'll stumble on something. Overworlds need a balance between openness and not being bland and I think tox_von spent too much time trying to make every screen not bland like it was a screenshot contest entry and not enough time making sure things were open and explorable. I think a good overworld is an overworld where you can reach the same destination from multiple paths that are not extremely cramped. I'm not saying things should be as open as Zelda 1, but I think there needs to at least be an illusion that things are open a bit.
Break down some walls.