This quest is constantly riding the line on the tipping point between greatness and boredom. I have to say as a solid non-fan of the first two it's a marked improvement.
I mentioned already in the thread that I think there's definitely a place for a puzzle compilation quest but it's a tricky balance to strike. The reduced linearity here definitely helps, as does the added context the areas provide. I like the addition of a world to supplement the puzzles. The previous two quests felt like a series of arbitrary tasks with no downtime, yet here I was constantly motivated to see what kind of areas would show up next. Just a little bit of context went a long way. I also liked being able to choose to some degree the order to which I tackled puzzles though they were still all mandatory eventually. My big complaint about the world though is the mazes. A sprinkle of maze is almost unavoidable in ZC design but when navigating the area starts to overshadow the puzzle content, that's when the quest would lose me. I definitely preferred the areas as visual setpieces, storytelling elements, or downtime between puzzles rather than as puzzles themselves.
The story the world supports, unfortunately, I found largely incomprehensible. It's a mishmash of Lovecraft references and doesn't have much sense of direction. There's not much in the way of characters and a lot of things I think assume you're familiar with the source materials. I was not familiar with the source materials. It's probably not helped by occasional grammar oddities. Or outright oddities altogether. A string in the cat town called me a "retard." So you know it's true to Lovecraft's style.
As for the puzzles, the real focus of the quest, there's a mixed bag. I think they fall into two categories. You have simple quick and straightforward ones that you could see in your typical Zelda-like quest, but also methodical head scratchers that feature a lot of answer entry and slow thinking that can only exist in this sort of quest. Anywhere else those would be a pace killer but for me here they were some of the highlights. Unfortunately with this mix a lot of the early game and some of the midgame just felt too easy. And as a knock on effect, I didn't actually learn the intricacies of some puzzle mechanics until the second or third encounter with them at which point I may have formed some wrong assumptions. I would love to see a Zelda-like with this kind of puzzle diversity or a full on Layton-like but either direction I think the balance could use some work.
All in all this is probably the most negative I've been on something with this much work put into it in a while. I really wish I could have enjoyed it more and I hope my impressions haven't been too discouraging. It's a unique quest and I do think this sort of thing has potential.
100 Rooms of Wisdom 3
Overview
Feature Quest
Creator: Alucard648 , SkyFlare Genre: Scripted Added: 21 Sep 2024 Updated: 07 Dec 2024 ZC Version: 2.53 Downloads: 74 Rating[?]: |
Download Quest (5.62 MB) |
Information
The final puzzle compilation in 100RW series, taking place in world based on Lovecraft`s adventure called The Dream Quest of Unknown Kadath.
About Reviews Comments Forum Topics
Description
As research project come to it`s comclusion, many more brain teasers ideas were implemented as scripts and submitted into PureZC database. During arranging puzzles for new compilation, I was running short on ideas and came up with classic mazes. Because mazes cannot be fit into one screen, these mazes should span multiple screens. And then I got the idea of turning otherwise bland gauntlet from one puzzle to full-blown linear adventure, where Link explores a world as he encounters and solves puzzles. The setting based on Lovecraft`s adventure was another random idea to give the quest darkier and edgier tone, as I dreamed long before.
Update 29.09.2024:
Reduced number of possible symbols in password for puzzles #32 and #82.
Reworked Matrix Password and Mastermind Puzzle to allow cycling up and down, also added pop-up frame that duplicates combo underneath Link with instructions.
Darkened Level 10 and 11 palette to make it less eye-searing.
Update 1.10.2024 - fixed poker puzzles (#10, #44 and #94).
Update 8.12.2024:
Gargoyle no longer reappears taking off at tne enreance of level 7 after every restart.
Minor terrain adjustments of Level 7.
Added more decorations to Levels 5 and 6.
Reworked pickup string for Portal Cube.
#36 - fixed bugs with exit light in cavern.
#48 - Fixed block mislabeled as 2 moves, while being 1 move one.
#58 - Size up.
Added sign-like indicators near points of no return that show how many rupees you need to have at this point, if you want to go for true ending.
The gate that opens after solving #100 became 2-way warp, that allows to return to #100 and collect missing rupees here.
#91 - difficulty up.
#46 - reworked.
#83 - Added button operated shortcuts to maze.
#51 - difficulty down.
Update 29.09.2024:
Reduced number of possible symbols in password for puzzles #32 and #82.
Reworked Matrix Password and Mastermind Puzzle to allow cycling up and down, also added pop-up frame that duplicates combo underneath Link with instructions.
Darkened Level 10 and 11 palette to make it less eye-searing.
Update 1.10.2024 - fixed poker puzzles (#10, #44 and #94).
Update 8.12.2024:
Gargoyle no longer reappears taking off at tne enreance of level 7 after every restart.
Minor terrain adjustments of Level 7.
Added more decorations to Levels 5 and 6.
Reworked pickup string for Portal Cube.
#36 - fixed bugs with exit light in cavern.
#48 - Fixed block mislabeled as 2 moves, while being 1 move one.
#58 - Size up.
Added sign-like indicators near points of no return that show how many rupees you need to have at this point, if you want to go for true ending.
The gate that opens after solving #100 became 2-way warp, that allows to return to #100 and collect missing rupees here.
#91 - difficulty up.
#46 - reworked.
#83 - Added button operated shortcuts to maze.
#51 - difficulty down.
Story
After solving another hundred of mind-shattering enigmas, Link finds what looks like another triforce. What?! Another fake?! And what are those tentacles all around me?! This going to drive Link insane!! Turns out Link needs to find the place called Kadath to escape this world of insanity.
Tips & Cheats
1. Take care of odd images throughout the quest. They can be used as puzzle clues.
2. There are 100 rupees scattered throughout the quest. Collecting them all unlocks surprise at the end. Each level, including starting area prior to Gates of Sleep (entrance to level 1), has 7 rupees. Exception is final level, which has 9.
3. Don`t be afraid to talk to monsters.
2. There are 100 rupees scattered throughout the quest. Collecting them all unlocks surprise at the end. Each level, including starting area prior to Gates of Sleep (entrance to level 1), has 7 rupees. Exception is final level, which has 9.
3. Don`t be afraid to talk to monsters.
Credits
SkyFlare: graphics, testing, puzzle ideas, design assistance.
Moosh: scripting assistance, testing.
FireSeraphim: graphics.
Matthew: Cambria tileset.
vgmusic.com and musescore.com: MIDIs.
Moosh: scripting assistance, testing.
FireSeraphim: graphics.
Matthew: Cambria tileset.
vgmusic.com and musescore.com: MIDIs.