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Retreat to Crumsc 2: Early Arrival

Overview Feature Quest
Creator: Bagel Meister Genre: Miniquest Added: 29 Apr 2018 Updated: 16 Jul 2018 ZC Version: 2.50.2 Downloads: 356 Rating[?]: Rating: 4.33/5 (5 ratings) Download Quest
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strike  
Rating: 4/5

Edited 24 December 2022 - 02:52 PM
It's been a while since I played this, and I don't remember if I completed it, but I got at least 90% through. This isn't a very constructive review, but I remember having fun with the game and enjoying the atmosphere. I think the difficulty makes it feel like you're in an unexplored land, and I really like that. The game is also just generally pleasing to look at and doesn't hold your hand. I don't think the game was memorable enough for me to give it a 5, but it's a really solid quest I would recommend.
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Eddy  
Rating: 5/5

Edited 26 August 2018 - 12:45 PM
This was a pretty good quest overall, and a general improvement over your first quest in many ways. The overall design is pretty nice, and I like this new take on classic a lot of people are doing with the layered mountains and stuff, definitely makes things look a lot nicer than the standard classic most older quests do. The dungeons all looked pretty nice too, fairly basic and standard, but still nice. The overall progression of the quest was done pretty nicely, and there were a lot of twists and stuff I wasn't expecting at all, which is nice to see. The story is nothing too crazy, but it's delivered pretty nicely. I think the dungeons and the bosses are the main highlights of the quest for me. The dungeons played out pretty well throughout the majority of the quest, and the later ones were pretty fun to play through, especially Level 6, that was really good IMO. The bosses were all very creative and unique. A lot of them were pretty insane in terms of difficulty, but nothing too hard to the point where I had to rage quit, and for the most part I beat them without many issues. The later bosses especially were very fun and exciting.

Branching on from that the overall difficulty of the quest was pretty damn tough, maybe a bit too hard for me sometimes, but I won't fault you for that at all since this is intended to be tough and I will say that things felt more challenging and less cheap than in your first quest, so that in itself is a big improvement. There was only one part where I felt there was a random unnecessary difficulty spike, and that was with Level 2. I kinda felt like things got too hard a bit too fast there and going through all that with a wooden sword and cramped rooms is a little much for me. I'd personally recommend to maybe nerf the dungeon a little so it can fit more with the rest of the quest, since as it is right now, the difficulty at that point sticks out considerably compared to the rest of the quest. Other than that one thing, I have no other big complaints.

There were a couple minor things I spotted when playing, which can easily be fixed up. Firstly, the spacebar map in the overworld looks a little odd to me, mostly because you can see all the duplicate screens to the right side, which I assume you are not meant to see at all. There's a very easy fix for that, since it looks like the overworld DMap is using a BS-Overworld type. Simply just highlight the whole minimap on the first tab, and then go to the flags tab and check "...but only shown on minimap" (or whatever it is), right below the spacebar map option. This will allow you to only see the main overworld map without having to see all the duplicates on the side. This would make things look a little nicer and neater IMO.

A few other random bug reports: This tile to the right of Link appears to be solid, probably because of the block in the background. I'd probably make a duplicate copy of the tile which is walkable to be placed here. Typo here, should be "Link has already arrived" not "as". This tile is walkable. This old man should be solid. I'd personally make this block to the side here pushable regardless of enemies on the screen, since it's very tedious to kill the enemies inside this space and I recall this being the only way out since the stairs led to a dead end. This block is walkable for some reason, should probably be solid.

Overall, this was a pretty great quest, I definitely enjoyed myself throughout it and while there were a few bugs here and there, it was still very good. I'd give this one a 4.5/5, pretty nice stuff!

Edit: Now that the bonus dungeon is completed, I went ahead and tackled it and it was a pretty fun short challenge. I like the throwbacks to the previous bosses and that final fight was really cool. Though for some reason there didn't seem to be any boss music. I'm not entirely sure why that happened, but either way the bonus dungeon was pretty nice.
 

James24  
Rating: 4/5

Posted 06 May 2018 - 12:31 AM
Very nice quest and you'd have to be pretty good to survive the beginning until you find the blue ring. Once you get the blue ring, its pretty tame difficulty. My highlights are the 2nd level with the audaciously hard fights and the village boss fight (try doing that with no potion!).

The flow is very good and I am so glad that Bagel has no arbitrary secrets that you can get stuck on and the lens is available early in the game to help you out. There is the odd very hard to spot bug here and there, but on the whole this is pretty good. Only sticking point is that I don't like the difficulty curve where the game starts insanely hard and then gets very easy towards the end. 4/5