This was definitely quite a quest, there were a couple interesting ideas you had but for the most part, I didn't think the quest was very good and near the end things started to drag pretty badly. To begin with, there weren't too many things I enjoyed, however I did find the sideview dungeons to be the most interesting in the whole quest. I believe the Cave of Horrors dungeon or whatever it's called was actually kinda fun to play through (despite the insane difficulty). I did like how you used a Roc's Cape item by combining the feather and the hover boots, that was creative, and the platforming puzzles that followed were also quite cool too. Other dungeons in general were quite straightforward and seem very Z1-like, so I can't really say too much there since I guess that was intended.
There are quite a lot of issues with the quest, but the two biggest issues are the graphics and the difficulty balance. To begin with, I felt like the overworld in general is very bland and samey for the most part. Each area of the main overworld wasn't really too different from each other and it's generally just trees and trees with maybe one occasional mountain or huge bodies of water. The only area that felt different was the mountain area to the far northeast, that was a nice change of design. I would suggest to probably try changing things up a bit in most areas, maybe use different palettes or different tiles for each area rather than making almost the full overworld just one big forest. The last area before the final dungeon is pretty much filler for the most part. It was pretty much just screens of death knights over and over with nothing else. If there is nothing else to put, then it would be best to just cut out a lot of that and make a straight path to the final dungeon, or try to vary the design of the area and maybe add a few more things around the place. Talking about graphics, the strange mix of Z1/ALTTP/MC tiles didn't look very good to me IMO. The style clashing looks kinda bad for the most part since nothing seemed to fit too well together (highly detailed ALTTP guards vs classic Z1 trees for example), and IMO it would've been much better if you had stuck with just one style so that things would fit more.
The other big issue I have is the crazy difficulty throughout the later parts of the quest. Probably from about halfway onwards, I noticed that I was beginning to be severely underlevelled with just a blue tunic and the L2 sword. The difficulty jump became way too much with enemies usually dealing around 3-4 hearts and taking hours to kill. It eventually became a total drag to get through the later parts of this, and the challenge was just gone completely since it just became a sword button mash, which is not fun at all. Near the end of the quest, enemies just dealt far too much damage (even with the red tunic), and things became really annoying to navigate through with dying constantly. I'd personally suggest to really try and rebalance all your enemies, at least make some do 1-2 hearts maximum and everything else should generally be around 1/2 a heart with the red tunic. This would make things far more manageable and much easier to play through without dying every 10 minutes. The final fight against Ganon was painful to go through, how much HP did you give him? I probably spent like half an hour trying to kill him in one go which felt like it took forever. I'd consider reducing his HP by a lot since Ganon fights are generally very tedious and boring to do. Also was there even a L3 or L4 sword anywhere? I pretty much went through the entire quest with a L2 sword, which probably explains why everything took so long to kill. If there was then sorry, I didn't know and I probably didn't see anything anywhere either.
So yeah, overall I couldn't really enjoy it too much, since there were quite a lot of issues that really brought the experience down for me. I can definitely see a few ideas here and there, but there's still a lot of work to be done IMO. I know you have a 3rd quest out so I might pick that one up eventually and see if that one is any better. For now though, I'll have to give this one a 1.5/5, which rounds up to a 2.
Link's Grand Adventure 2
Overview
Feature Quest
Creator: Emily Genre: Dungeon Romper Added: 13 Jan 2018 Updated: 31 May 2021 ZC Version: 2.50 Downloads: 370 Rating[?]: |
Download Quest (1.18 MB) |
Information
12 Dungeons, light scripting. Somewhat similar to NES Zelda, although a bit more linear. Keep an eye out for secrets!
About Reviews Comments Forum Topics
Description
My second quest, first one was never submitted (because it was absolutely terrible and I never got around to finishing the gamebreaking bugs). Full overworld, including 12 dungeons you must progress through (counting Ganon's Lair). Secrets all around, including a secret bonus dungeon.
Includes sideview gravity segments, with scripts allowing ladders and jump-through platforms.
PATCH 1/14/2018: Fixed Continue screen text.
Version 1.1 PATCH 1/16/2018: Fixed game-breaking bug with Sideview Ladder script
Version 1.2 1/21/2018:
Balance change in Dungeon 6, new script to remove a bug. Made lock blocks in level 1 more obvious. Numbered the 3 dungeon 3's separately. Added additional magic container to a dungeon to avoid being unable to use the wand due to not finding a hidden one. NOT compatible with older saves!
Includes sideview gravity segments, with scripts allowing ladders and jump-through platforms.
PATCH 1/14/2018: Fixed Continue screen text.
Version 1.1 PATCH 1/16/2018: Fixed game-breaking bug with Sideview Ladder script
Version 1.2 1/21/2018:
Balance change in Dungeon 6, new script to remove a bug. Made lock blocks in level 1 more obvious. Numbered the 3 dungeon 3's separately. Added additional magic container to a dungeon to avoid being unable to use the wand due to not finding a hidden one. NOT compatible with older saves!
Story
Standard NES story- Ganon took Zelda, go save her!
Tips & Cheats
N/A
Credits
Credits included in-quest after you defeat Ganon!