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Giggle: The Adventure

Overview Feature Quest
Creator: gigglebuns Genre: NES-style Added: 16 Mar 2020 Updated: 02 Aug 2020 ZC Version: 2.50 Downloads: 173 Rating[?]: Rating: 1.83/5 (5 ratings) Download Quest
(1.12 MB)
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Eddy  
Rating: 2/5

Posted 25 November 2020 - 12:32 PM
Just finished this in an hour and this is an alright effort for a 1st quest. I can see you're getting into things with how the program works and such, so nice work on experimenting around and finishing a quest! The quest itself played out interesting, with a general straight line initially and then branching out to reach other dungeons early (although you can't do much without finishing the previous ones). As far as design goes, there was some effort in making some areas look nice by adding some detail and variety around areas which is nice to see.

As far as the issues go, a lot of the main points have already been mentioned by Mani Kanina so I won't repeat those, but generally I would suggest to go through the quest and make sure to double check all tile errors that are present in the overworld and dungeons since I noticed some misplaced tiles around here and there. I would also suggest to try and check on some screen transitions because there are places where you could get stuck or unfairly take damage (biggest example is that ocean area towards the bottom left of the map where you go to an open screen right next to it). I'd also advise against putting slashable combos on the very edges of screens since that can cause some oddities too. As far as dungeon design goes, I found that they were all quite bland and not very interesting, although I do understand this is probably a result of getting used to the program. For the future, I would suggest to try and open up the dungeons a bit. Try to add some branching paths to different places instead of making them all straight lines, and they all should be considerably larger too when you do that. You can play some of the highest rated quests on the database to get some examples of really cool dungeons to help inspire you and see how to design complex and interesting dungeons. If you want to take the Zelda 1 approach with dungeons, then you can see how Zelda 1 did their dungeons as well as play some NES style quests to see how they did theirs too. Finally, the difficulty is a bit on the easy side of things, I managed to tank through everything with no problems at all, which normally is fine, but there was a lack of any challenge. You can try to steepen the difficulty curve a little by introducing tougher enemies a bit earlier on and stop using easier enemies in later dungeons too. Small changes like that can help a lot imo.

Ultimately, this was a good effort for a 1st quest. There's certainly plenty of things to work on here, so I hope this review will be of some help for your future projects if you plan to make more. I'll probably give this one a 2/5, but don't let the low rating discourage you, I'm sure you'll be able to improve with plenty of practice!
 

nyrox  
Rating: 1/5

Posted 19 March 2020 - 10:24 AM
i not repeat Mani karina but you have in addition a MASTER Glish at the cave 7 no exit and we walk into the void you need a lot a bug to fix.
 

Mani Kanina  

Posted 16 March 2020 - 12:21 PM
Played through a bit of this, it seems like someone's first project getting used to the engine as well as rudimentary level design, nothing wrong with that, but it it is simplistic. I wish the author good luck on future projects or further refinement of this one if that's what they'd rather do.

There are some bugs and oversights though that might be worth fixing so I'll list a few:
1. Lack of undercombos. All screens, as far as I can tell, with armos statues or pushable blocks lack undercombos, meaning ugly black squares will show up when you interact with things.
2. Lack of secret combos in certain instances, bushes you burn down also turn into black squares, for example.
3. Push blocks uses Push (Secret) flags when they shouldn't, causing the secret jingle to play with every block you push on the given screen.
4. Lack of placed return points or badly placed ones in certain instances, often resulting in being dumped in weird locations after exiting caves or when entering dungeons.