Just finished this in around 3 hours and a half or so and it was a pretty nice quest to play. This is easily a big improvement over your other works so good job with that! There were quite a lot of cool things you had going with the quest, though with a few minor downsides in a couple places. To start with the positives, I definitely like how the world is designed, there's plenty of nice detail in a lot of places and each area had quite a bit of variety involved. I didn't really spot any tile errors of any kind so good job with that. The difficulty balance in general was pretty good, and things were generally balanced nicely. I'm not sure if I missed a red tunic or something, but I didn't seem to find it anywhere. The dungeon flow was generally good and I felt like the later dungeons were much stronger than the earlier dungeons (Level 8 had a really cool concept, for example), but they were all pretty good anyway. I also like the random funny lines of dialogue I found when playing the quest. The existential crisis moblin was amazing.
There were a few things that kinda brought down the experience a little, nothing too major for the most part, though there was one kind of big thing that I will point out a bit later. To begin with, while the dungeons were nicely made, I do feel like they might be a little monochromatic at times (as Shane said). Just changing the torch colours to red and water tiles to blue can make quite a bit of a difference and would make things look less samey colour-wise. Again, it's not a big thing, but something to consider I suppose. Another thing is the fact that you can clip into objects and stuff in dungeons, because of the way NES dungeons work in ZC. I know the quest has been updated to fix this, but I still managed to find a couple spots where I got stuck into blocks and stuff (you can look through those elsewhere). I would suggest to try and look back through each dungeon, and carefully see where you would end up by walking from one screen to another and get rid of anything that is 3 blocks in towards the centre of the screen from each side.
Like I said earlier, difficulty in general wasn't an issue, but a minor thing I found is that I found Level 7 to be harder than Level 8, which seems a bit odd. I'd probably swap out the splitting Darknuts and put them in Level 8 instead of 7, since I noticed enemies kinda had a downgrade in Level 8. Just a simple change like that should make things be more balanced. On the topic of Level 7, the one major thing I was taking about is the fact that I managed to break the dungeon completely by jumping straight into the boss from the start. I followed the path from the entrance to the room with the hookshot pegs on both sides, and went for the right path (there was no way back, so you should probably add something to go back). I followed that and since I had enough keys I somehow ended up at the boss room. I imagine there was supposed to be a boss door? Seeing how you jump straight into Level 8 after, I went back to 7 and went to the left path and got the boss key, though it's useless now. I found it strange that Level 7 didn't seem to have a dungeon item of any kind. Maybe I just didn't see it but I couldn't find it anywhere. Another thing to point out is the lack of shortcuts or fast travel later in the quest. I noticed things got a little linear which isn't bad, but it would be nice if there were some warp tiles or caves connecting up later areas together to allow for a bit of faster travel rather than having to go through all the areas again to reach one point. It's not too big of a deal, but going back for heart pieces and stuff is a little tedious because of that. One last thing, I kinda felt like the ending got rushed a little in terms of heart pieces, but maybe that's just me. Placing 4 heart pieces so close to each other like that was a little eh to me. Maybe hiding them in other places that were used as dead ends or something in the main overworld could have been better.
Overall though, I definitely did enjoy this quest. There are a couple issues here and there, but it is still a very solid effort IMO. I'll give this one a solid 4/5, and I'm looking forward to any more future stuff you make!
Another Land 2: Mirago Island
Overview
Feature Quest
Creator: Castelia Genre: Dungeon Romper Added: 23 Jan 2018 Updated: 27 Feb 2018 ZC Version: 2.50 Downloads: 455 Rating[?]: |
Download Quest (2.12 MB) |
Information
The sequel that nobody asked for. Took just under a year of on-and-off design to create.
About Reviews Comments Forum Topics
Description
It's Another Land 2, everybody! I started work on this quest a few weeks after completing Another Land, since I had some new ideas for quests, and decided to get to work on something new. This quest actually has eight proper dungeons with Triforce pieces at the ends, so that's something to maybe look forward to. I actually tested the entire quest this time, so hopefully it should have less issues than the original Another Land did. However, if you do come across any bugs or other oddities, don't hesitate to send me a PM or use the topic I'll create.
UPDATE: Fixed something in the Swamp Palace where you'd be short one key and unable to get the Bow. Hopefully.
UPDATE2: Pretty big update! Fixed a bunch of bugs, added text boxes, and just generally made touch-ups here and there to hopefully enhance the experience.
UPDATE: Fixed something in the Swamp Palace where you'd be short one key and unable to get the Bow. Hopefully.
UPDATE2: Pretty big update! Fixed a bunch of bugs, added text boxes, and just generally made touch-ups here and there to hopefully enhance the experience.
Story
After Link defeated Ganon in Another Land, his Wizzrobe minions were extremely angry, so after letting off some steam by destroying the mountain near Ganon's Lair, they set off to find Link. They found him rafting back to Hyrule with Zelda, so they sent them off-course, snatching Zelda up along the way. The Wizzrobes knew that Zelda's Triforce could revive anything from the dead, and they planned to use it on Ganon. Zelda, knowing this, split the Triforce up, but before she could warn Link against collecting them, she was taken to Ganon's Lair. Link saw the shards fly off to a nearby island by the name of Mirago Island, so he set off there to begin his search.
Tips & Cheats
- Keep an eye out at all times. I tried not to make things cryptic, but there probably are cryptic puzzles and stuff anyway.
- There's 36 Heart Pieces to grab. Not as many as the original, but still quite a bit.
- Green-tinted doors in East Myragon can be blown open using Bombs. The orange door in West Myragon requires a Super Bomb to open.
- Be sure that you have both the Arrow and Quiver before entering Level 2.
- If you can't burn a suspicious tree down, shoot it with an arrow. If that doesn't work, slash it. If none of those work, then you either need an upgrade, or that tree can't be removed.
- In Level 4, when you see objects with red on them (wall pillars, blocks, etc.), your Raft can go another direction.
- After Level 5, use the Lens to locate the area's exit, against the northern wall.
- Make sure you do everything you need to do before entering Level 7. You won't be able to explore the world again until after Level 8.
- There's 36 Heart Pieces to grab. Not as many as the original, but still quite a bit.
- Green-tinted doors in East Myragon can be blown open using Bombs. The orange door in West Myragon requires a Super Bomb to open.
- Be sure that you have both the Arrow and Quiver before entering Level 2.
- If you can't burn a suspicious tree down, shoot it with an arrow. If that doesn't work, slash it. If none of those work, then you either need an upgrade, or that tree can't be removed.
- In Level 4, when you see objects with red on them (wall pillars, blocks, etc.), your Raft can go another direction.
- After Level 5, use the Lens to locate the area's exit, against the northern wall.
- Make sure you do everything you need to do before entering Level 7. You won't be able to explore the world again until after Level 8.
Credits
- Castelia (for quest design)
- Moosh (for the Instrumentality tileset used)
- VGMusic, KHInsider, and Zelda Dungeon (for the MIDIs)
- Various people on Discord (for providing help and feedback, especially Shane for playing the quest and pointing out a bunch of stuff to me)
- Moosh (for the Instrumentality tileset used)
- VGMusic, KHInsider, and Zelda Dungeon (for the MIDIs)
- Various people on Discord (for providing help and feedback, especially Shane for playing the quest and pointing out a bunch of stuff to me)