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Thread: [5th Quest Entry] Shoelace

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  1. #1
    Gibdo Shoelace's Avatar
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    It is definitely a bug... I think it was because the room used to have a special item but I instead turned it into a passageway. I wonder why no one ever caught that. lol.

    I fixed it thank you.

    Also, I will ask Moosh since it is his script, but I am pretty sure, he doesn't mind making it public. So I will get back to you. :)

  2. #2
    Gel
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    Well, I'm a big fan of your work so let's see what's new about your vision of the 5th Quest...

    Nice use of greenery in an NES tileset for Level 1.

    Ah a path puzzle in Level 1. Nice touch.

    Ringmaster, eh? Quite rare to see in ZC Quests.

    Haha! Wow! Really fast, what looked to be Death Knights running around really made me double take. But they go down in one hit. A pretty neat idea.

    Red Candle right off the bat, eh? I'll enjoy this!

    Invisible path through trees, hmm? Very nice.

    Hmm, messing up the Boss Key Puzzle and then having to go back to the Moblin room is a little annoying.

    The idea of a false Level 2 is really neat and the Gleeok is a nasty surprise indeed!

    Took me... more tries than I'd like to admit but he finally went down. The Raft is a nice reward though.

    And with the Raft I went to where Level 5 normally would be (I think?) and got a "choose this or that" room. I don't know... I can't see why Anyone would ever choose the Red Potion over a Heart Container. Maybe if it was more balanced like... Wallet Upgrade vs. Heart Container or new Sword vs. Heart Container, but those things always seemed unbalanced to me.

    So many Door Repair Charge's in this quest...

    Ah, secret shop with affordable Magic Shield... and bait, hmm... buy this or search out the Blue Ring... I guess I'll go with this.

    Pay me and I'll talk? Here's to hoping you actually made them say useful things...

    Second dungeon seems rather interesting so far. I especially liked the block puzzle where you have to stand on the off color tile to get the block to activate.

    Heh, overly complicated raft paths... where would we be without them? In any case I finally have the Boomerang! It was a very interesting play style though to rely on the Candle.

    Dungeon 2 was pretty fun, I enjoyed the Leever theme going on there. Nothing too complicated in many respects.

    Oh hey! The White Sword! Neat spot for it, not out of the way, but not obvious either.

    Level 3 is Shiny, eh? Interesting idea. Oh, it's Ice.

    I am so grateful for these bubble rooms. It's like you realized that fighting is fine and all, but repeat fights is a bit monotonous so to simulate a clear trigger you put Bubbles as the first enemy.

    I was a little confused on what to do with the fireball-sword swing room, then I struck the statue. In retrospect it made sense.

    Ouch... you force people to use Bombs on repeated puzzles? That seems a bit heavy handed in some respects.

    I'm not so sure I like the idea of a puzzle based around the trap glitch (where the traps will slide right through)

    And the Ladder is secured! I'm not so sure that killing the Keese to get out of the block surrounding on the way back is the best idea. The original game ordinarily placed you outside of the block circle so that wouldn't happen.

    (Has too much money and leaves dungeon to see what "Pay me and I'll talk!" has to say.

    -10 Not enough Rupees to say anything.
    -30 Very useful hint indeed!
    -50 Sigh....

    Hmm, a sequence of blocks... I wonder if this will be useful to recall for later?

    And it was. Interesting little puzzle.

    Were those Bats in that one Ladder Room? I didn't think there was going to be enemies outside of Zelda I, ah well. It works well enough.

    Very clever puzzle in the Goriya Fireball room! I only barely noticed that there was something off and this is after leaving the room thinking it was a dead end.

    Alright! One Bomb'd Manhandla!

    Another Choice Room in the Armos area, another Heart Container.

    Ah, there's the Blue Ring! A nice way to include it without it being directly on the path, but isn't available from the Very start.

    (Stumbles upon Level 7) Interesting... This is a really cool effect you have here!


    (Makes it to a Digdogger) Well. I guess that's as far as I can go here.

    Interesting idea to have the place where the Magical Sword was have a guy who tells you the new location of it. (In loose terms)

    And I now have the Letter meaning I can get potions now, first I need to save up a fair amount again though to get the Blue Ring beforehand.


    Level 4 Whoa. Blackouts? How did you even manage that without a script?

    Oh, I almost missed a fairly obvious Heart Container/Potion room!

    Another Heart Container/Potion Room I almost missed!

    And the Blue Ring is finally mine!

    And there's the bow... looks like I better start saving up more Rupees for the Arrow.

    FINALLY found that key! I didn't realized that the dungeon would be shaped like that and never tried to bomb a specific area in the second room with Darknuts.

    And Gleeok down! I was stuck in that dungeon for a very long time, but I left, looked around a bit, then went back and used a bit of common sense. All in all it wasn't that bad of a dungeon. The blackout effect though was a bit jarring on the eyes. You might want to show an outline of the room instead of just blackness.

    I really like the sand theme of Level 5 and the conveyor belts actually seem to be doing something. The way it is arranged it is interesting as well, due to entering certain ways you have to go different paths into the same room to open new entrances, a very neat idea.

    Oh hey! The... Flute? Well I can't say I was expecting that. I'm not even really sure where I would use that in here.

    Ah, those blocks... hmm. While not obvious I knew that was one of the only things keeping me back. So I guess it doesn't need to be more apparent

    The rock face of the far end of the Dungeon is a very nice aesthetic. (blows up a part of the rock, sees a slightly off-colored tile because of it) Eh...? Oh, it got rid of the barrier.

    And after all of that I'm still missing a key, after I backtracked for the one at the start of the dungeon behind another flute barrier. And by this point I've been everywhere but the room that requires the key and the Boss rooms.

    Hmm... as much as I would like to have more Bombs, I would like to have a key more...

    (40 Minutes later...)

    I think I'm going to leave this dungeon for now. I know where the next one is and all I'm missing from this one is a Key and the Boss Key.

    (Goes to Dungeon 6, sees immediately that bombs are needed, sighs loudly since he just used all his bombs looking for a key in Dungeon 5)

    Well I can't say I ever killed Aquamentus with Arrows before, basically necessary unless you wanted to manuever over to him with reversed controls.

    This gimmick is not very fun at all. If it was in a few rooms, sure. That would be fine, but to have an entire dungeon like this does not lend itsellf well to playing.

    I think I'm going to have to call it a day here. This dungeon quickly sapped my enthusiasm all around. I'll get back to it, but I've had enough for one day.

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