So this was really something. I played the newest public database version, so before the Dawn adds but after many, many fixes and upgrades. The amount of work, time and thought that went into this is obvious. It is epic in scope and can easily provide 30+ hours of gameplay. It is quite hard, especially the first half when one only has the green tunic, but never overwhelms. I wouldn't call it a challenge quest. The bosses are mostly well designed and tough but fair. The dungeon layouts are confusing but mostly fun to explore. I can't give something made with this much content, care and feeding any less than five stars.
Having said that I do agree with points made in the reviews that this quest can walk the line between fun and tedium at times. There is a LOT to do. The overworld is big and navigation is a pain until a certain ability is unlocked. Sometimes what needs to be done between levels can take an hour or longer. Some of the fetch quests feel like busy work. I played this over a long period of time (2 months or so) and I would often forget where I had been or forgotten a place where I could later come back and advance once new abilities were gained. I had to make more trips to the help thread than I prefer and even consult a video at times to find that hidden room or lost key or solve a "how do I get THERE?!" mystery. I don't like too much hand-holding but this flirts with the other end of the spectrum. Having said that I was motivated to finish and overall had a lot of fun with this. It's a top-tier quest in the database in terms of both ambition and execution. I suspect this wasn't completely true of earlier versions, but it's true now. Play it if you haven't.
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The Legend of Zelda: Flow of Time (Remastered)
Overview
Feature Quest
Creator: Obderhode Genre: Dungeon Romper Added: 10 Aug 2014 Updated: 22 Oct 2015 ZC Version: 2.50 Downloads: 2337 Rating[?]: |
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Information
The Legend of Zelda: Flow of Time (Remastered) is a fully upgraded and re-envisioning of my original quest, the Legend of Zelda: Flow of Time.
About Reviews Comments Forum Topics
Description
Note: This game plays better with the enhanced music. Please download the music from the link in this post and make sure all music files (.ogg files) are in the same folder as the FlowRemastered.qst file.
BIG UPDATE: 10/21/15
Changes lots of things about the quest! Tons of excellent changes, special thanks to Lunaria for the stream and all the suggestions!
Updated: 9/6/15
Nice quality of life fixes and dungeon reworks. NOTE: Music no longer comes with the quest. See the quest forum to download the music.
The Legend of Zelda: Flow of Time (Remastered) is a fully upgraded and re-envisioning of my original quest, the Legend of Zelda: Flow of Time. The remake hopes to bring forth exciting gameplay and puzzles that are reminiscent of the Gameboy Zelda games, in particular, the Oracle of Seasons & Ages. It is my hope that even those who played the original, this will provide a truly new and unique gaming experience. Thanks the tremendous power of ZC 2.5 versus 2.10, there are so many additions to the game, such as:
BIG UPDATE: 10/21/15
Changes lots of things about the quest! Tons of excellent changes, special thanks to Lunaria for the stream and all the suggestions!
Spoiler
General Changes:
• Enhanced music was added to almost all areas of the game.
• The Reversion Rondo functions better now and should not allow you to warp onto a solid tile anymore.
• There is less input delay when using the Timeshift Serenade (location warp song).
• You are now able to grab items with your sword.
• You are no longer damaged by your own candle fire.
• Aurelia now generally talks less at help giving tablets.
• Almost all block puzzles have directional indicators.
• The blue tunic is no longer a prize in Dungeon of Trials #2 and can be attained earlier.
• The mini map indicator of Link's position is now a different color, regardless of tunic held.
• A key counter was added to the passive subscreen.
• Bat enemies are now much less common.
• Bypassing the trial required by using the Reversion Rondo for Nayru's Love has been fixed.
• A super bomb shop was added in the Gly'cov Overworld.
• You can no longer sequence break into level 7. Because of this, the change below was made.
• You no longer have to run into the Goriya before you can buy Gly'cov Meat at the grocery.
• The song warp for Level 1 has changed from the swamp to Gly'cov Fields, near the village.
• Medusaeye monsters no longer give the DRUNK effect, but reduce your magic meter upon colliding with them.
• An HCP was removed from the ocean and added back to the past graveyard with the ring of floatation.
• An HCP was added on top of the Fairy of Nayru's haven.
• The By'rov side of the overworld in the past had some graphical fixes & shortcuts added through the pegasus boots.
• The enchanted magic ring now gives a more potent effect.
• A rock was moved that affected the Reversion Rondo enchanted key location in the By'rov Wastelands.
• Various tile/sound errors were fixed along with other small changes.
Dungeon Specific Changes:
LEVEL2
• Some traps were removed to make the dungeon easier.
• The dungeon hint room now requires you to use logic to solve the dungeon's main puzzle versus being flat out told.
• Rooms that you frequently visit that had vires (which always respawn) have been replaced with ropes. Now you should never have to leave the dungeon as Ropes provide easy income.
LEVEL3
• The music for the dungeon changed.
• The number of enemies in various rooms were reduced.
• The magic ring item, previously obtained in Level 6, is now obtained here.
• The dungeon hint room now requires you to use logic to solve the dungeon's main puzzle versus being flat out told.
• The dungeon has a new boss.
TRIALDUNGEON1
• There are no blue darknuts in the dungeon anymore.
• The magic shield is no longer contained in a chest so you don't accidentally get it.
• Enemy count was reduced.
LEVEL4
• Enemy count was reduced & the "shielded leever" and blue lanmola were removed as enemy types in the dungeon.
• Bomber Skeletons show up with less frequency now.
• Dogondos can no longer get stuck in flowers.
TURTLEROCK
• Complete overhaul. The central chamber is no longer blocked off by anything, it is just something you can walk to.
• You can now complete any segment of the dungeon in ANY order.
• Besides the Ring of Floatation, it now holds the Blue Tunic and a new boss encounter.
• To obtain the Blue Tunic, you complete the majority of what you used to have to complete, BUT it is a different dungeon
essentially.
• Many of the Past Keese (Flying Eyes) have been removed.
LEVEL5
• The key room with 3 chasers that was impossible to avoid damage has been fixed.
• The LTTP goriya enemies holding a key have been removed.
• Some of the chaser traps have been removed.
• A glitch with the last update was fixed.
• A button switch that didn't ever look pressed was fixed.
• The dungeon boss now has two new attacks.
PYRAMID
• Enemy reduction & spawn location of the medusaeye monsters in 1st room were changed.
• Dark rooms on the lowest level are mostly removed.
LEVEL6
• The music for the dungeon changed.
• The puzzles in the beginning part of the dungeon were changed slightly, so that they make more sense.
• Significant enemy reduction.
• The room that required you to reflect wizzrobe magic for a key now always respawns them and has more of them.
• Several magic shooting statues were removed.
• Now contains a more powerful magic ring, known as the Augmented Magic Ring, that is almost as powerful as the Enchanted Magic ring used to be. This should alleviate magic issues!
• Some enemies never return and/or provide permanent unlocking of the door in the room.
TRIALDUNGEON2
• No longer holds the Blue Tunic.
• The path for completiion changed slightly as well as enemy reduction.
LEVEL7
• The room right before the boss key changed.
• The room with item disabling magic in Level 7 with ice near the boss key no longer
has any enemies but an always respawning windrobe & no longer disables your items.
By disabling, it made it impossible to use the lens of truth and that item is helpful there.
LEVEL8
• The help tablets now work.
• 2nd and 3rd mini boss changed.
TRIALDUNGEON3
• The King Darknut mini-boss can no longer walk on walls anymore.
General Changes:
• Enhanced music was added to almost all areas of the game.
• The Reversion Rondo functions better now and should not allow you to warp onto a solid tile anymore.
• There is less input delay when using the Timeshift Serenade (location warp song).
• You are now able to grab items with your sword.
• You are no longer damaged by your own candle fire.
• Aurelia now generally talks less at help giving tablets.
• Almost all block puzzles have directional indicators.
• The blue tunic is no longer a prize in Dungeon of Trials #2 and can be attained earlier.
• The mini map indicator of Link's position is now a different color, regardless of tunic held.
• A key counter was added to the passive subscreen.
• Bat enemies are now much less common.
• Bypassing the trial required by using the Reversion Rondo for Nayru's Love has been fixed.
• A super bomb shop was added in the Gly'cov Overworld.
• You can no longer sequence break into level 7. Because of this, the change below was made.
• You no longer have to run into the Goriya before you can buy Gly'cov Meat at the grocery.
• The song warp for Level 1 has changed from the swamp to Gly'cov Fields, near the village.
• Medusaeye monsters no longer give the DRUNK effect, but reduce your magic meter upon colliding with them.
• An HCP was removed from the ocean and added back to the past graveyard with the ring of floatation.
• An HCP was added on top of the Fairy of Nayru's haven.
• The By'rov side of the overworld in the past had some graphical fixes & shortcuts added through the pegasus boots.
• The enchanted magic ring now gives a more potent effect.
• A rock was moved that affected the Reversion Rondo enchanted key location in the By'rov Wastelands.
• Various tile/sound errors were fixed along with other small changes.
Dungeon Specific Changes:
LEVEL2
• Some traps were removed to make the dungeon easier.
• The dungeon hint room now requires you to use logic to solve the dungeon's main puzzle versus being flat out told.
• Rooms that you frequently visit that had vires (which always respawn) have been replaced with ropes. Now you should never have to leave the dungeon as Ropes provide easy income.
LEVEL3
• The music for the dungeon changed.
• The number of enemies in various rooms were reduced.
• The magic ring item, previously obtained in Level 6, is now obtained here.
• The dungeon hint room now requires you to use logic to solve the dungeon's main puzzle versus being flat out told.
• The dungeon has a new boss.
TRIALDUNGEON1
• There are no blue darknuts in the dungeon anymore.
• The magic shield is no longer contained in a chest so you don't accidentally get it.
• Enemy count was reduced.
LEVEL4
• Enemy count was reduced & the "shielded leever" and blue lanmola were removed as enemy types in the dungeon.
• Bomber Skeletons show up with less frequency now.
• Dogondos can no longer get stuck in flowers.
TURTLEROCK
• Complete overhaul. The central chamber is no longer blocked off by anything, it is just something you can walk to.
• You can now complete any segment of the dungeon in ANY order.
• Besides the Ring of Floatation, it now holds the Blue Tunic and a new boss encounter.
• To obtain the Blue Tunic, you complete the majority of what you used to have to complete, BUT it is a different dungeon
essentially.
• Many of the Past Keese (Flying Eyes) have been removed.
LEVEL5
• The key room with 3 chasers that was impossible to avoid damage has been fixed.
• The LTTP goriya enemies holding a key have been removed.
• Some of the chaser traps have been removed.
• A glitch with the last update was fixed.
• A button switch that didn't ever look pressed was fixed.
• The dungeon boss now has two new attacks.
PYRAMID
• Enemy reduction & spawn location of the medusaeye monsters in 1st room were changed.
• Dark rooms on the lowest level are mostly removed.
LEVEL6
• The music for the dungeon changed.
• The puzzles in the beginning part of the dungeon were changed slightly, so that they make more sense.
• Significant enemy reduction.
• The room that required you to reflect wizzrobe magic for a key now always respawns them and has more of them.
• Several magic shooting statues were removed.
• Now contains a more powerful magic ring, known as the Augmented Magic Ring, that is almost as powerful as the Enchanted Magic ring used to be. This should alleviate magic issues!
• Some enemies never return and/or provide permanent unlocking of the door in the room.
TRIALDUNGEON2
• No longer holds the Blue Tunic.
• The path for completiion changed slightly as well as enemy reduction.
LEVEL7
• The room right before the boss key changed.
• The room with item disabling magic in Level 7 with ice near the boss key no longer
has any enemies but an always respawning windrobe & no longer disables your items.
By disabling, it made it impossible to use the lens of truth and that item is helpful there.
LEVEL8
• The help tablets now work.
• 2nd and 3rd mini boss changed.
TRIALDUNGEON3
• The King Darknut mini-boss can no longer walk on walls anymore.
Updated: 9/6/15
Nice quality of life fixes and dungeon reworks. NOTE: Music no longer comes with the quest. See the quest forum to download the music.
Spoiler
Flow Remasted Final Update
Overworld/Combat/Quality of Life Changes:
- You now slide faster on ice.
- A cave system shortcut from the main overworld to the wastelands has been added. You can access this passageway after obtaining the slingshot.
- A portal shortcut from the main overworld to the Lon Lon Ranch has been added. This can be accessed after obtaining the candle.
- A shortcut to Gly'cov Mountain has been added. This is avaiable as soon as you get the flippers. In fact, it was there before, but it required the hammer. Now, it just requires the flippers.
- In a cave system on the way to level 2, a room full of portals has been adjusted.
- All present Stalfos now die instantly to fire just like their past counterparts.
- It is no longer possible to obtain the Upgraded Wand without the Aspected Wand.
Dungeon Changes:
LEVEL 1:
Recieved a lot of changes. In its original design, it recieved a lot of criticism for the swamp caverns close it being part of the dungeon.
While I liked the idea of the dungeon being built into the entire swamp, I decided to scrap that idea for dungeon completion. The dungeon still is connected
to the swamp caverns, but it is NOT required for completion.
Change list:
- New color pallette
- New music
- You no longer have to leave the dungeon to complete it. As such, the way to complete it has changed.
- Now contains an Heart Container Piece.
- Most traps have been removed from level 1.
LEVEL 2:
This dungeon was redone in the last patch, so almost nothing changed. This change, even though small, will reduce the only bit of backtracking that I believed annoying for a completionist.
Change list:
- One of the Heart Container Pieces in level 2 has been removed.This was the HCP that required blowing up a wall on the lowest floor of the dungeon.
LEVEL 3:
After the shortcut added in the last patch, level 3 was in a good spot. However, feedback yielded that the mini-boss was too difficult in his 2nd and 3rd iterations so adjustments were made.
Change list:
- Outside of the dungeon, a switch was added to lower the barrier to the dungeon.
- The 2nd and 3rd iteration of the mini boss now deals slightly less damage and has had their respective hp reduced by 1/3.
- The 3rd iteration of the mini boss now takes full damage from the sword.
LEVEL 4:
I always believed level 4 to be an excellent puzzle dungeon. The only aspect that deemed annoying, was the occasional dark rooms due to having to swap items so much.
Change list:
- Level 4 no longer contains any dark rooms.
LEVEL 5:
This was always one my favorite dungeons, but for some reason, it was always one of the most hated. The dungeon had 4 entraces all over Gly'cov that you would complete in phases.
With the following changes though, the dungeon will now only have 2 entrances where the main entrance is the only one that is important. You will have no reason to exit the dungeon once you enter it now
and if you do, it will be to buy potions which is now conveniently placed outside of the second entrance. With the change to level 1 and 5, now the only dungeon you have reason to leave is
Level 2, which makes sense due to its easy and convenient location.
Change list:
- New music
- The dungeon no longer has multiple entrances. It just has two, but you complete the whole dungeon by going in the one main entrance.
- The areas that you used to have to travel to now contain optional prizes.
LEVEL 6:
This has, and will always be, been my favorite dungeon in the game. Not only is it full of puzzles, it has a high level of challenge. As such, I did not feel it warranted any real changes.
Change list:
- The music in Level 6 has changed.
LEVEL 7:
This level is designed for you to be aware of your surroundings, but primarily as a battle oriented dungeon. With the change to ice, the dungeon feels smoother in addition to me deciding that
I strongly dislike dark rooms. As such, this dungeon will see those removed.
Change list:
- All dark rooms have been removed from Level 7.
- The music for level 7 has changed.
LEVEL 8:
This dungeon is unique and serves as a great test of your battle ability before entering level 9. I did not feel it warranted any changes, but felt the original music was slightly unfitting.
Change list:
- The music for level 8 has changed.
Flow Remasted Final Update
Overworld/Combat/Quality of Life Changes:
- You now slide faster on ice.
- A cave system shortcut from the main overworld to the wastelands has been added. You can access this passageway after obtaining the slingshot.
- A portal shortcut from the main overworld to the Lon Lon Ranch has been added. This can be accessed after obtaining the candle.
- A shortcut to Gly'cov Mountain has been added. This is avaiable as soon as you get the flippers. In fact, it was there before, but it required the hammer. Now, it just requires the flippers.
- In a cave system on the way to level 2, a room full of portals has been adjusted.
- All present Stalfos now die instantly to fire just like their past counterparts.
- It is no longer possible to obtain the Upgraded Wand without the Aspected Wand.
Dungeon Changes:
LEVEL 1:
Recieved a lot of changes. In its original design, it recieved a lot of criticism for the swamp caverns close it being part of the dungeon.
While I liked the idea of the dungeon being built into the entire swamp, I decided to scrap that idea for dungeon completion. The dungeon still is connected
to the swamp caverns, but it is NOT required for completion.
Change list:
- New color pallette
- New music
- You no longer have to leave the dungeon to complete it. As such, the way to complete it has changed.
- Now contains an Heart Container Piece.
- Most traps have been removed from level 1.
LEVEL 2:
This dungeon was redone in the last patch, so almost nothing changed. This change, even though small, will reduce the only bit of backtracking that I believed annoying for a completionist.
Change list:
- One of the Heart Container Pieces in level 2 has been removed.This was the HCP that required blowing up a wall on the lowest floor of the dungeon.
LEVEL 3:
After the shortcut added in the last patch, level 3 was in a good spot. However, feedback yielded that the mini-boss was too difficult in his 2nd and 3rd iterations so adjustments were made.
Change list:
- Outside of the dungeon, a switch was added to lower the barrier to the dungeon.
- The 2nd and 3rd iteration of the mini boss now deals slightly less damage and has had their respective hp reduced by 1/3.
- The 3rd iteration of the mini boss now takes full damage from the sword.
LEVEL 4:
I always believed level 4 to be an excellent puzzle dungeon. The only aspect that deemed annoying, was the occasional dark rooms due to having to swap items so much.
Change list:
- Level 4 no longer contains any dark rooms.
LEVEL 5:
This was always one my favorite dungeons, but for some reason, it was always one of the most hated. The dungeon had 4 entraces all over Gly'cov that you would complete in phases.
With the following changes though, the dungeon will now only have 2 entrances where the main entrance is the only one that is important. You will have no reason to exit the dungeon once you enter it now
and if you do, it will be to buy potions which is now conveniently placed outside of the second entrance. With the change to level 1 and 5, now the only dungeon you have reason to leave is
Level 2, which makes sense due to its easy and convenient location.
Change list:
- New music
- The dungeon no longer has multiple entrances. It just has two, but you complete the whole dungeon by going in the one main entrance.
- The areas that you used to have to travel to now contain optional prizes.
LEVEL 6:
This has, and will always be, been my favorite dungeon in the game. Not only is it full of puzzles, it has a high level of challenge. As such, I did not feel it warranted any real changes.
Change list:
- The music in Level 6 has changed.
LEVEL 7:
This level is designed for you to be aware of your surroundings, but primarily as a battle oriented dungeon. With the change to ice, the dungeon feels smoother in addition to me deciding that
I strongly dislike dark rooms. As such, this dungeon will see those removed.
Change list:
- All dark rooms have been removed from Level 7.
- The music for level 7 has changed.
LEVEL 8:
This dungeon is unique and serves as a great test of your battle ability before entering level 9. I did not feel it warranted any changes, but felt the original music was slightly unfitting.
Change list:
- The music for level 8 has changed.
The Legend of Zelda: Flow of Time (Remastered) is a fully upgraded and re-envisioning of my original quest, the Legend of Zelda: Flow of Time. The remake hopes to bring forth exciting gameplay and puzzles that are reminiscent of the Gameboy Zelda games, in particular, the Oracle of Seasons & Ages. It is my hope that even those who played the original, this will provide a truly new and unique gaming experience. Thanks the tremendous power of ZC 2.5 versus 2.10, there are so many additions to the game, such as:
- Unique Dungeon Masters for every dungeon.
- Sidequests
- Scripts to make the game feel more like a Zelda game
- and much more!
Story
In Hyrule, the sacred Triforce governs the land. Time and time again, many have sought its power. The sages have sealed away the Triforce in the remote land of Gly'cov and when an evil magician in Hyrule heard of this news, he traveled to Gly'cov. When Mythelkr learned that the sages had actually sealed the Triforce in the past, he captured a descendant of the sages, the oracle of time, Aurelia, and used her power to lay waste to Gly'cov and use her power to find the Triforce.
Briefly managing to break the bonds of Mythelkr's spell, Aurelia sends out a prayer... will anyone answer her call?
Briefly managing to break the bonds of Mythelkr's spell, Aurelia sends out a prayer... will anyone answer her call?
Tips & Cheats
- Pay attention to the dialogue in the game.
- Don't really expect to have to bomb every wall. If you have to bomb a wall, it will be obvious or there will be a clue to do so.
- Occasionally, you'll run into enemies who are easier if you use weapons other than your sword.
- And of course, if you are stuck, feel free to seek help on the forums.
- Don't really expect to have to bomb every wall. If you have to bomb a wall, it will be obvious or there will be a clue to do so.
- Occasionally, you'll run into enemies who are easier if you use weapons other than your sword.
- And of course, if you are stuck, feel free to seek help on the forums.
Credits
This game could not have been developed without the help of the PureZC community.Thanks to the feedback from my beta testers as well as scripting help, I was able to enhance my knowledge of scripting and develop this game to my original vision of the Flow of Time.
I hope I do not forget anybody in my list of credits!
SCRIPTING & SCRIPTING SUPPORT
ZoriaRPG
Moosh
Lejes
Saffith
Freyja
Bagel
BETA TESTING & FEEDBACK
Demonlink
Moosh
Oran Gemeo
Judasrising
Zeldaman123
Arceus
Jubbz
GRAPHICS
Akkabus
Lightwulf
Nintendo
AUDIO
VGMusic.com
HelptheWretched
Atlus
Square Enix
Nintendo
I hope I do not forget anybody in my list of credits!
SCRIPTING & SCRIPTING SUPPORT
ZoriaRPG
Moosh
Lejes
Saffith
Freyja
Bagel
BETA TESTING & FEEDBACK
Demonlink
Moosh
Oran Gemeo
Judasrising
Zeldaman123
Arceus
Jubbz
GRAPHICS
Akkabus
Lightwulf
Nintendo
AUDIO
VGMusic.com
HelptheWretched
Atlus
Square Enix
Nintendo
Norzan
Posted 11 November 2015 - 03:12 PM
So let me get something straight first: i base mostly a game on how fun and engaging it is, the biggest sin a game can commit to me is being boring and this quest wasn't. I had a blast from start to finish. Now with the review.
Graphics: 5/5 - I'm biased (and don't honestly care) when it comes to the gameboy Zelda games, I love the graphics of those games to death and this quest used those graphics really well to me.
Overworld: 4/5 - I think the overworld has a good design, with each area feeling distinct. The main, not gonna say issue, but slight annoyance is the somewhat high aumont of backtracking. The shortcuts and the warp song did help greatly to alleviate this, so it's not a big deal. I just feel it could use some more minor improvements.
Dungeons: 5/5 - This quest has some really well designed dungeons. They never felt overly complex and convoluted, that's how like my Zelda dungeons. The puzzles were pretty well designed too and their difficulty curve is pretty balanced too. I did get stumped a few times, but it was because i wasn't noticing some obvious stuff.
Boss battles: 5/5 - This quest had some really cool boss battles. They were challenging (they actually posed a threat), had some cool attack patterns and overall fun to fight. The Mecha Zora made me laugh and the level 7 boss was really creative. I honestly never thought a boss comprised of those laughing faces from ALLTP would actually work as a fun boss battle.
Challenge - 5/5 - It had the right aumont of challenge, nothing felt cheap and unfair. Also liked that some items were optimal at killing certain types of enemies, it made me use other items besides the sword (which is an issue i have with some official zelda games).
Music: 5/5 - The choice of music was really good. I specially love Gly'cov Forest song, level 6 Magic Shrine music, level 7 Sacred Sanctum music and level 8 Deepwood Tower music. Overall, it has a solid selection of music.
So yeah, 5/5 from me.
Graphics: 5/5 - I'm biased (and don't honestly care) when it comes to the gameboy Zelda games, I love the graphics of those games to death and this quest used those graphics really well to me.
Overworld: 4/5 - I think the overworld has a good design, with each area feeling distinct. The main, not gonna say issue, but slight annoyance is the somewhat high aumont of backtracking. The shortcuts and the warp song did help greatly to alleviate this, so it's not a big deal. I just feel it could use some more minor improvements.
Dungeons: 5/5 - This quest has some really well designed dungeons. They never felt overly complex and convoluted, that's how like my Zelda dungeons. The puzzles were pretty well designed too and their difficulty curve is pretty balanced too. I did get stumped a few times, but it was because i wasn't noticing some obvious stuff.
Boss battles: 5/5 - This quest had some really cool boss battles. They were challenging (they actually posed a threat), had some cool attack patterns and overall fun to fight. The Mecha Zora made me laugh and the level 7 boss was really creative. I honestly never thought a boss comprised of those laughing faces from ALLTP would actually work as a fun boss battle.
Challenge - 5/5 - It had the right aumont of challenge, nothing felt cheap and unfair. Also liked that some items were optimal at killing certain types of enemies, it made me use other items besides the sword (which is an issue i have with some official zelda games).
Music: 5/5 - The choice of music was really good. I specially love Gly'cov Forest song, level 6 Magic Shrine music, level 7 Sacred Sanctum music and level 8 Deepwood Tower music. Overall, it has a solid selection of music.
So yeah, 5/5 from me.
- Obderhode likes this
Mani Kanina
Edited 26 October 2016 - 04:20 PM
---------
Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.
---------
I'm on the fence if I should give this quest a rating of 3 or 4. But at the end of the day, I find ratings to be pointless in the first place, if you want my opinion, read my review, not the rating!
So, The Flow of Time. Is it a good quest? Yes. Is it worth playing? Yeah. Certainly, I think it has a few flaws, but you'd be hard pressed to find a quest that does not have flaws.
So what is flow of time? It's a very linear quest that is inspired by the Oracle games. Most dungeon features puzzles mechanics that are unique to it and follows similar logic to the ones found in the oracle games dungeons. Though, the gimmick in level 2 and 3 are very similar, and some dungeons don't have, or don't focus on, these puzzles. Dungeon design is not incredibly streamlined, there is a fair amount of backtracking and running around in circles to progress. Most people probably won't have a huge problem with this though, but it's worth baring in mind that the dungeons are fairly long as a result.
The overworld is not your standard fare either, the majority of it is segregated into sub areas, and connectivity is fairly low. You can still get around quick enough via the games warp system, so it's not an issue per-say. But get from point A to point B (sans warping,) is as roundabout at the end of the game as it is at the start.
Combat wise the quest is now more in-line with a reasonable experience, you get the defence upgrade at a much more realistic time and the difficulty curve scales much better than previous versions of the quest. Magic management has also been made more reasonable, and the candle is a much more viable weapon then it previously was. Some of the scripted bosses come across as a bit unrefined, but they work, and it's certainly more original than just using the standard ZC bosses. The ball and chain guys over flood the final part areas of the game though, so those get a bit dull.
Graphically the quest is what you'd expect out of an Oracle game. And I mean that literally; All overworld palettes are straight up the same as those in the Oracle games and most graphics are just lifted from it. The dungeon palettes are new though, so those spice things up a bit. But generally, graphically you're not going to see anything too original in this quest, but it still looks good. The tilework is a bit hit and miss, nothing stands out as too amazing, and a few places look a bit off. It's not too problematic graphically, but some of the tilework do get in the way of the gameplay.
There is a fair amount of obfuscation in the screen design, which forces you to take long ways around things. This makes travelling around less enjoyable than what I would have wanted it to be. Steps have been taken to minimise the issue with this in later updates of the quest, but certain screens I feel should just have gotten a complete redesign. This is one of those things that people in generally are not going to take notice of, but it still hampers the experience; So I have no doubt that most people won't even notice this when they play the quest.
I may come of as harsh here, but I'm trying to describe what the quest has to offer. And I do genuinely think it's a quest worth playing. But it's worth baring in mind that the quest is very dungeon heavy, and that exploration is very low priority in the experience offered.
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You can read my old review from a previous version of the quest below. Though bare in mind that a lot has changed since then, so it's not accurate to the quest that you can download here.
Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.
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I'm on the fence if I should give this quest a rating of 3 or 4. But at the end of the day, I find ratings to be pointless in the first place, if you want my opinion, read my review, not the rating!
So, The Flow of Time. Is it a good quest? Yes. Is it worth playing? Yeah. Certainly, I think it has a few flaws, but you'd be hard pressed to find a quest that does not have flaws.
So what is flow of time? It's a very linear quest that is inspired by the Oracle games. Most dungeon features puzzles mechanics that are unique to it and follows similar logic to the ones found in the oracle games dungeons. Though, the gimmick in level 2 and 3 are very similar, and some dungeons don't have, or don't focus on, these puzzles. Dungeon design is not incredibly streamlined, there is a fair amount of backtracking and running around in circles to progress. Most people probably won't have a huge problem with this though, but it's worth baring in mind that the dungeons are fairly long as a result.
The overworld is not your standard fare either, the majority of it is segregated into sub areas, and connectivity is fairly low. You can still get around quick enough via the games warp system, so it's not an issue per-say. But get from point A to point B (sans warping,) is as roundabout at the end of the game as it is at the start.
Combat wise the quest is now more in-line with a reasonable experience, you get the defence upgrade at a much more realistic time and the difficulty curve scales much better than previous versions of the quest. Magic management has also been made more reasonable, and the candle is a much more viable weapon then it previously was. Some of the scripted bosses come across as a bit unrefined, but they work, and it's certainly more original than just using the standard ZC bosses. The ball and chain guys over flood the final part areas of the game though, so those get a bit dull.
Graphically the quest is what you'd expect out of an Oracle game. And I mean that literally; All overworld palettes are straight up the same as those in the Oracle games and most graphics are just lifted from it. The dungeon palettes are new though, so those spice things up a bit. But generally, graphically you're not going to see anything too original in this quest, but it still looks good. The tilework is a bit hit and miss, nothing stands out as too amazing, and a few places look a bit off. It's not too problematic graphically, but some of the tilework do get in the way of the gameplay.
There is a fair amount of obfuscation in the screen design, which forces you to take long ways around things. This makes travelling around less enjoyable than what I would have wanted it to be. Steps have been taken to minimise the issue with this in later updates of the quest, but certain screens I feel should just have gotten a complete redesign. This is one of those things that people in generally are not going to take notice of, but it still hampers the experience; So I have no doubt that most people won't even notice this when they play the quest.
I may come of as harsh here, but I'm trying to describe what the quest has to offer. And I do genuinely think it's a quest worth playing. But it's worth baring in mind that the quest is very dungeon heavy, and that exploration is very low priority in the experience offered.
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You can read my old review from a previous version of the quest below. Though bare in mind that a lot has changed since then, so it's not accurate to the quest that you can download here.
Old Review
I downloaded the latest version of this quest today, (25/8/2015) and after a few hours, I really feel done with it. (I quit a while after I got the red candle and got back to the present time.)
I'd like to say that I tried the original version of this quest back in the days, but that was years ago, and I gave up with that fairly quickly. It's obviously a lot of improvements have been done since then, but I still think this quest has some glaring flaws and poor thought out design ideas. It has some good parts too out of what I have played, but I can't with a straight face give this quest a 3.
The screendesign on the overworld is nothing next to horrendous at times: I have lost counts how many times I have entered a screen, only to be forced to move back the way I came since that route is completely blocked by solid walls. Graphically, some areas (the swamp, village) looks amazing, yet most places look rather horrid.
Both level 1 and 2 features excessive backtracking, 2 more so than 1. It's not a huge issue in level 1, and I could look past it there, but level 2 is worse in that regard. I'm not sure I like the quests gimmick of having dungeons tie in with overworld caves in a large way. Sure it seems like a cool idea, but I don't think the quest capitalised on it in a good manner. Furthermore I find almost all areas in this quest to be filled to the brink with traps (as in, the enemy trap.) This feels lazy if you ask me, and I'm personally not a big fan of trap dodging gameplay. It doesn't help that level 1 already makes the trap dodging fairly challenging... and it just gets more difficult from there on out.
The quest also have audio issues: Many SFX have crackles at the end of them, and some midi tracks don't loop properly. (Caves) Might seem like nitpicking, but honestly it affects the play experience. At least the music choices are fitting and good.
Another example of padding/tedious backtracking is when you have to unlock the first node to enter the wastelands. If you accidentally step on the teleporter in the cave before you solve it, you get warped to another cave in the wastelands. This is problematic when you realise that you'll have to go all the way around through the swamp and forest again to get back to where you need to be. And those teleporters are clearly placed as an obstacle and are fairly easy to get pushed into by the ropes.
I'd like to say that I'd want to finish this quest, and I might still yet do if it gets updated. But from what I have seen so far this quest just has too much that either needlessly aggravate or bore me. Some of it is small stuff, some of it is not. There aren't any extreme flaws in the quest, but the little things just starts adding up over time. And without any knowledge that these issue lessen over time, I can't really see myself turning on the quest again in it's current state. Let me know if you update it, and will give it another spin. On that note, if you need aid in identifying problems more in-depth, let me know and we can sit down with this some time and look over the design.
I downloaded the latest version of this quest today, (25/8/2015) and after a few hours, I really feel done with it. (I quit a while after I got the red candle and got back to the present time.)
I'd like to say that I tried the original version of this quest back in the days, but that was years ago, and I gave up with that fairly quickly. It's obviously a lot of improvements have been done since then, but I still think this quest has some glaring flaws and poor thought out design ideas. It has some good parts too out of what I have played, but I can't with a straight face give this quest a 3.
The screendesign on the overworld is nothing next to horrendous at times: I have lost counts how many times I have entered a screen, only to be forced to move back the way I came since that route is completely blocked by solid walls. Graphically, some areas (the swamp, village) looks amazing, yet most places look rather horrid.
Both level 1 and 2 features excessive backtracking, 2 more so than 1. It's not a huge issue in level 1, and I could look past it there, but level 2 is worse in that regard. I'm not sure I like the quests gimmick of having dungeons tie in with overworld caves in a large way. Sure it seems like a cool idea, but I don't think the quest capitalised on it in a good manner. Furthermore I find almost all areas in this quest to be filled to the brink with traps (as in, the enemy trap.) This feels lazy if you ask me, and I'm personally not a big fan of trap dodging gameplay. It doesn't help that level 1 already makes the trap dodging fairly challenging... and it just gets more difficult from there on out.
The quest also have audio issues: Many SFX have crackles at the end of them, and some midi tracks don't loop properly. (Caves) Might seem like nitpicking, but honestly it affects the play experience. At least the music choices are fitting and good.
Another example of padding/tedious backtracking is when you have to unlock the first node to enter the wastelands. If you accidentally step on the teleporter in the cave before you solve it, you get warped to another cave in the wastelands. This is problematic when you realise that you'll have to go all the way around through the swamp and forest again to get back to where you need to be. And those teleporters are clearly placed as an obstacle and are fairly easy to get pushed into by the ropes.
I'd like to say that I'd want to finish this quest, and I might still yet do if it gets updated. But from what I have seen so far this quest just has too much that either needlessly aggravate or bore me. Some of it is small stuff, some of it is not. There aren't any extreme flaws in the quest, but the little things just starts adding up over time. And without any knowledge that these issue lessen over time, I can't really see myself turning on the quest again in it's current state. Let me know if you update it, and will give it another spin. On that note, if you need aid in identifying problems more in-depth, let me know and we can sit down with this some time and look over the design.
Soma C.
Edited 16 March 2015 - 10:02 PM
Finally finished this amazing quest. Level 9 was a toughie, and the final boss had me on the edge of my seat with tension (don't die, don't die, I kept telling myself!).
Okay, this quest easily is my second-favorite after Isle of Rebirth for 2.5 quests I've played so far. That and the nostalgic feel of the Oracle games/Link's Awakening (all of which I absolutely adore) made it all the more fascinating. Obderhode outdid himself with the polishing it seems. With the scripting and such this game truly feels like a worthy successor to the Oracle games. The Oracle of Ages feel of time travel was done superbly and there were MANY things to find, secrets to unveil, and challenging, unique dungeons to explore. Each one has its own special gimmick, and said gimmicks appear later on, both in the overworld and in the final level, so you need to remember what you've done to succeed. The soundtrack is amazing (my personal favorites are the Swamp theme, the Dungeon of Trials 2 and the second-to-last boss fight in the game.) As previously stated, the gameboy tileset is used to nostalgic effect, mimicking that of the Oracle games and Link's Awakening, and has the feel of all of those games rolled into one. The portals that appear after a miniboss is slain in a dungeon is another aspect I loved, as they also appear in the handheld titles on the GB. The quest IS tough, though, so be prepared to die quite a bit if you aren't careful, especially in the early game. In total, I died 59 times, which overall I don't consider too bad, as the quest is quite brutal at some points. As it goes along though, you will get stronger, finding better items and weapons to use against the deadly enemies you encounter. Speaking of the enemies, alot of them have a special weakness you cannot exploit with just the sword, you must find another way, using another item. That is another cool thing. Travel around the world is slow-going at first, but eventually you learn a way to travel around the overworld more easily, and that's good. The bosses are all custom and done very well, some a bit on the difficult side (I'm looking at you, level 8 boss...), and until you find the right items to use, they can wreck you over and over again. But they're still very enjoyable to fight.
All in all, this is a fabulous quest, Obderhode and I cannot wait to see what you unveil next. Please tell me you are going to do another quest at some point, because your design ideas are quite excellent.
Solid 5 with this one. Challenging, yet very enjoyable, and the nostalgic effect of the GB titles makes it all the more entertaining! Excellent job!
Okay, this quest easily is my second-favorite after Isle of Rebirth for 2.5 quests I've played so far. That and the nostalgic feel of the Oracle games/Link's Awakening (all of which I absolutely adore) made it all the more fascinating. Obderhode outdid himself with the polishing it seems. With the scripting and such this game truly feels like a worthy successor to the Oracle games. The Oracle of Ages feel of time travel was done superbly and there were MANY things to find, secrets to unveil, and challenging, unique dungeons to explore. Each one has its own special gimmick, and said gimmicks appear later on, both in the overworld and in the final level, so you need to remember what you've done to succeed. The soundtrack is amazing (my personal favorites are the Swamp theme, the Dungeon of Trials 2 and the second-to-last boss fight in the game.) As previously stated, the gameboy tileset is used to nostalgic effect, mimicking that of the Oracle games and Link's Awakening, and has the feel of all of those games rolled into one. The portals that appear after a miniboss is slain in a dungeon is another aspect I loved, as they also appear in the handheld titles on the GB. The quest IS tough, though, so be prepared to die quite a bit if you aren't careful, especially in the early game. In total, I died 59 times, which overall I don't consider too bad, as the quest is quite brutal at some points. As it goes along though, you will get stronger, finding better items and weapons to use against the deadly enemies you encounter. Speaking of the enemies, alot of them have a special weakness you cannot exploit with just the sword, you must find another way, using another item. That is another cool thing. Travel around the world is slow-going at first, but eventually you learn a way to travel around the overworld more easily, and that's good. The bosses are all custom and done very well, some a bit on the difficult side (I'm looking at you, level 8 boss...), and until you find the right items to use, they can wreck you over and over again. But they're still very enjoyable to fight.
All in all, this is a fabulous quest, Obderhode and I cannot wait to see what you unveil next. Please tell me you are going to do another quest at some point, because your design ideas are quite excellent.
Solid 5 with this one. Challenging, yet very enjoyable, and the nostalgic effect of the GB titles makes it all the more entertaining! Excellent job!
- Jared , SyrianBallaS , Joki and 1 other like this
Naru
Posted 29 December 2014 - 08:05 PM
A really large world... to few save points (especially after time warp, if you die and start from a spot you cannot get back where you were without warping around). Also a lot running arround, To activate the owls by sword instead of after finishing a boss would help a lot. Coudn't find out what to do next after getting the two pair of boots and the magic meter was soo annoying.
BTW, i completly failed already cause the mountain level (Nr. 2 i think, too big) in the older version, but I loved it already back then.
BTW, i completly failed already cause the mountain level (Nr. 2 i think, too big) in the older version, but I loved it already back then.
Flow of Time Remastered (Dawn Update: Soon)Started by Obderhode , 10 Aug 2014 |
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