I really, really want to like Canaria. I've tried playing a few times from the start, but I finally managed to play for around four hours today, and these are some of my thoughts. This is also me aiming to justify why I've given it a harsher score than others.
There's a good quest in here somewhere. The screen design is pretty, especially in a tileset like GB. However, I feel like the screen design has been focused on aesthetics first, rather than overall functionality. I found myself looping around the overworld for a good majority of the time, running blind at various stages trying to figure out where to go next, what items I'd need to access areas, etc. It isn't telegraphed to the player very well. Having the initial areas of the overworld separated from the desert area also cuts off access to the boomerang too, which itself is also hidden without much information being communicated to the player in that respect.
The lack of telegraphing or communication to the player is particularly true with the lack of saving; beyond saving regularly at the save points, if you die, you've got to do everything all over again from when you saved last. That in itself detracts from the experience, especially if you find yourself in a situation like myself where you don't even know what the save points look like. I rage quit three times in the past year after being sent back to the intro sequence each time. I made the decision to sit down and grind out the quest beyond the opening sequence today, when someone had to tell me what the save points specifically looked like.
These issues are prominent in the dungeons as well. Running around the first dungeon, avoiding the enemies while desperately looking for keys to access the boss room, isn't necessarily setting the player up for a fun experience. The evasion of the boss itself to retrieve the sword is an interesting concept; the build up to that boss room could've been conveyed in about half the dungeon size. The block puzzles having the floor markings a la Minish Cap was great, too - it really makes a difference in regards to determining what you can and can't push when it comes to blocks.
The scope and size of the dungeons are less to do with anything direct about the quest as much as it is an issue with the ZC community itself, however. Even as far back as the mid-00's, quest development was focused on sprawling, large dungeons rather than the gameplay loop. I can speak from experience in that respect - and it's something that you figure out with practice and understanding how and what you want to do with a dungeon.
As a result of sticking to that territory, Canaria draws from a similar pool when it comes to dungeon design. Big, looping dungeons with 4-5 enemies per screen, every screen, that follow the usual ZC "kill enemies/find a key/open a door with a key/repeat" formula. It's relentless, especially with the lack of F6 and limited save points. It's the lack of variety here that can be frustrating, and while there's platforming elements or overarching dungeon concepts - Toxicant had some really unique ideas behind the poison "draining" - they aren't used nearly enough in contrast to the standard formula. The "optional" dungeons aren't necessarily aggressive with enemy placement, but their size made me think they were main dungeons until it was pointed out otherwise.
Similarly, the way one way shutters punish the player for taking one wrong turn - this artificially pads the gameplay, and instead of rewarding the player it detracts from the experience. The switch puzzles in the third dungeon and the minecarts in the mine mini-dungeon are what eventually made me just decide to give up on Canaria; I shouldn't be looping around the same five to six screens trying to understand a puzzle that I can only reset from one particular angle, every time. In the end, recurring mechanics like that are what turn Canaria from a possibly good quest into something less so.
I wish I could rave about Canaria as much as everyone else has, and I feel like having to be in this position of not enjoying the quest is parallel to the majority opinion. I also feel like making this review when I only made four hours progress into the quest isn't necessarily fair, but if I'm already not enjoying the gameplay this early on, I don't think I'd be invigorated to push on into the mid/late-game. As I said before, there's some good concepts in there along with some really striking visual aesthetics. But beyond that, it's a ZC quest. Not great, not bad in terms of designs, but it's a product of the community past and present. Coupled with a few arbitrary developer decisions like the save points over F6 however is what tips this into two star territory for me. Because unfortunately, what Canaria feels like to me isn't fun, but rather a chore.
Canaria, the Upwind March
Overview
Feature Quest
Creator:
Joelmacool
Genre: Dungeon Romper
Added: 24 Sep 2022
Updated: 20 Apr 2023
ZC Version: 2.53
Downloads: 477
Rating[?]:
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Download Quest (5.17 MB) |
Information
This Quest was made in 2.53, please use the correct version! Also, this quest uses enhanced music! In order for the music to properly function, you need to download the music HERE, and make sure the Quest file is in the same folder as the music!
Introducing 'Canaria, the Upwind March', perhaps the longest quest I have ever created; explore the Kingdom of Canaria, and delve deep into its rich history!
Introducing 'Canaria, the Upwind March', perhaps the longest quest I have ever created; explore the Kingdom of Canaria, and delve deep into its rich history!
About Reviews Comments Forum Topics
Description
'Canaria, the Upwind March' is something that I have been working on for a little over a year, involving a decently-sized Overworld, several complex dungeons, and an enticing story.
This quest should take around twenty hours to complete fully, so it certainly isn't the same size as my previous quest 'Second Chance', which is notably a lot smaller.
In total, there are eleven main dungeons, with around ten mini-dungeons to compliment them. Each dungeon varies in size drastically, with the smallest of the selection being around five minutes, and the largest being around an hour to complete.
Update log:
[24/09/22]
- Quest Released.
[25/09/22]
- Save Point locations are made more clear.
- The Map and Key Radar's position have been swapped in Toxicant.
[26/09/22]
- Prevented a potential soft-lock scenario in the Den of Flames.
- Prevented a potential soft-lock scenario in the Eastern Retreat.
- Added a second Save Point in the caves under Jenyn's House.
[27/09/22]
- Prevented a potential soft-lock scenario in Canaria Castle.
- Replaced the music in the Mechanical Clover and Organic Turntable to something more fitting.
- Added a hint in the Waterfowl Grotto to explain how the map functions.
- Completely revamped the maze in the Shrine of Amshi.
[01/10/2022]
- Fixed several under-combo mistakes.
[04/10/2022]
- The Final Boss now has been made a bit easier, with heart drops sometimes available.
- Fixed several sub-screen mistakes.
[29/12/2022]
- Made it so the boomerang is required to be used in order to access the hookshot.
[31/01/2023]
- Added two-way short-cuts to each main dungeon, excluding the Waterfowl Grotto and The Fallen Domain.
- Redesigned a few rooms in order to accommodate for the addition of the short-cuts.
[05/04/2023]
- Fixed a minor flag error in one of the ice block puzzle rooms in The Fallen Domain.
- Added an additional marker in the introduction to indicate what the save stations are.
- Added a hint to re-direct players who come across the Vessel of Ice.
- The 'point of no return' has been made more clear.
- Relocated a portal end-point in Work Site for ease of access.
[11/04/2023]
- Replaced a one-way door with a short-cut in the Vessel of Ice.
- Prevented a potential soft-lock scenario in Canaria Castle.
- Enemies in the Throne Room of Canaria Castle no longer respawn.
- Replaced a one-way door in the Eastern Retreat with a push block to avoid confusion.
- Redesigned the Capsaari Mines in several locations to both avoid unnecessary looping and remove one-way doors.
[13/04/2023]
- Fixed an under-combo mistake.
- Prevented an exploit within the Dark Crypt.
[18/04/2023]
- Upon using Save Points, you now fully regenerate health and magic.
- L/R swapping has been enabled.
- The dust clouds in Deep Spire and The Fallen Domain have been made less sensitive.
- The progression of Work Site has been made more clear.
- The progression of the Eastern Retreat has been made more clear.
- Fixed a subscreen error during the chase sequence after completing the Eastern Retreat.
- 'Kill-All-Enemy' room types that entrap the player now have doors that remain permanently open upon defeating the enemies.
- One-way doors that are not required for dungeon structure have been removed.
- The credits sequence has been updated.
This quest should take around twenty hours to complete fully, so it certainly isn't the same size as my previous quest 'Second Chance', which is notably a lot smaller.
In total, there are eleven main dungeons, with around ten mini-dungeons to compliment them. Each dungeon varies in size drastically, with the smallest of the selection being around five minutes, and the largest being around an hour to complete.
Update log:
[24/09/22]
- Quest Released.
[25/09/22]
- Save Point locations are made more clear.
- The Map and Key Radar's position have been swapped in Toxicant.
[26/09/22]
- Prevented a potential soft-lock scenario in the Den of Flames.
- Prevented a potential soft-lock scenario in the Eastern Retreat.
- Added a second Save Point in the caves under Jenyn's House.
[27/09/22]
- Prevented a potential soft-lock scenario in Canaria Castle.
- Replaced the music in the Mechanical Clover and Organic Turntable to something more fitting.
- Added a hint in the Waterfowl Grotto to explain how the map functions.
- Completely revamped the maze in the Shrine of Amshi.
[01/10/2022]
- Fixed several under-combo mistakes.
[04/10/2022]
- The Final Boss now has been made a bit easier, with heart drops sometimes available.
- Fixed several sub-screen mistakes.
[29/12/2022]
- Made it so the boomerang is required to be used in order to access the hookshot.
[31/01/2023]
- Added two-way short-cuts to each main dungeon, excluding the Waterfowl Grotto and The Fallen Domain.
- Redesigned a few rooms in order to accommodate for the addition of the short-cuts.
[05/04/2023]
- Fixed a minor flag error in one of the ice block puzzle rooms in The Fallen Domain.
- Added an additional marker in the introduction to indicate what the save stations are.
- Added a hint to re-direct players who come across the Vessel of Ice.
- The 'point of no return' has been made more clear.
- Relocated a portal end-point in Work Site for ease of access.
[11/04/2023]
- Replaced a one-way door with a short-cut in the Vessel of Ice.
- Prevented a potential soft-lock scenario in Canaria Castle.
- Enemies in the Throne Room of Canaria Castle no longer respawn.
- Replaced a one-way door in the Eastern Retreat with a push block to avoid confusion.
- Redesigned the Capsaari Mines in several locations to both avoid unnecessary looping and remove one-way doors.
[13/04/2023]
- Fixed an under-combo mistake.
- Prevented an exploit within the Dark Crypt.
[18/04/2023]
- Upon using Save Points, you now fully regenerate health and magic.
- L/R swapping has been enabled.
- The dust clouds in Deep Spire and The Fallen Domain have been made less sensitive.
- The progression of Work Site has been made more clear.
- The progression of the Eastern Retreat has been made more clear.
- Fixed a subscreen error during the chase sequence after completing the Eastern Retreat.
- 'Kill-All-Enemy' room types that entrap the player now have doors that remain permanently open upon defeating the enemies.
- One-way doors that are not required for dungeon structure have been removed.
- The credits sequence has been updated.
Story
The Kingdom of Canaria, once a beautiful and peaceful place, had been riddled with war and conflict. Many years later, the once populous Kingdom lies dormant.
Returning to this Kingdom... things are no longer the same, and so now begins your upwind march to uncover the truth once and for all.
Returning to this Kingdom... things are no longer the same, and so now begins your upwind march to uncover the truth once and for all.
Tips & Cheats
There are a few things to note, but I'll say the basics below:
- Fallen soldiers are your save points, there's no other way to save your progress - press the 'Enter' key to save! They are your friends...
- Pots are your best friend! Not only are they good for gathering resources, but they're also effective in combat!
- Missing something to stun your enemies? ...try looking under bushes, you may find a useful item!
- Optional mini-dungeons have useful upgrades and items, complete them if you can!
- If you're struggling on a boss, try to use Magic Beans, they'll replenish both your health and your magic!
- Don't know what blocks to push? ...try to pay attention to the scratches on the floor!
If you'd like any more tips, feel free to DM me or ask in the accompanying thread for this quest.
- Fallen soldiers are your save points, there's no other way to save your progress - press the 'Enter' key to save! They are your friends...
- Pots are your best friend! Not only are they good for gathering resources, but they're also effective in combat!
- Missing something to stun your enemies? ...try looking under bushes, you may find a useful item!
- Optional mini-dungeons have useful upgrades and items, complete them if you can!
- If you're struggling on a boss, try to use Magic Beans, they'll replenish both your health and your magic!
- Don't know what blocks to push? ...try to pay attention to the scratches on the floor!
If you'd like any more tips, feel free to DM me or ask in the accompanying thread for this quest.
Credits
All credits can be found in the credits segment at the end of the quest.
If you'd like to know where a specific song is from, the 'Canaria Music' file has each song tagged with the game the song came from.
If you'd like to know where a specific song is from, the 'Canaria Music' file has each song tagged with the game the song came from.