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Thread: [5th Quest Entry] Imzogelmo

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  1. #7
    Floormaster Imzogelmo's Avatar
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    Sep 2005
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    Quote Originally Posted by love for fire View Post
    i must have forgotten push flags in item rooms like at least 4 times when i made mine. Every time i would test a new level, ahhhhhh guess we're not getting the whistle today! Lol

    Spoiler: show
    i'm guessing the raft was supposed to be in the dead end with the gleeok?
    Spoiler: show
    it was to be in the dead end with the lone goriya and a sort of c-shaped group of blocks. I wanted to make it be in an easy room after you've been in all those hard ones as a sort of change-up.



    Updated links as of 11/10/13. Found a rather large bug in level 6, making it hard to escape under certain conditions. Also added a "No-clock" script to the game, to be used in 2 rooms where you can be shuttered in with the enemies who may be out of reach of any weapons. Turning on a special screen flag makes the enemies not drop clocks, so you can't be permanently trapped by the clock pickup. Hopefully it hasn't stopped anyone yet. Another issue existed in level 4, where a passage wasn't triggering correctly, due to undercombo mistakes. Fixed those, should be good to go now. And finally, I screwed up a flag in level 7 that controlled a passageway, so it should be possible to pass it now. :)


    Edit: Final polish: 11/12/13 12:45PM. Fixed a lot of small bugs, plus a dull room and some too easy rooms also.
    Ugh: One more edit 2:14 PM. Enemies that can't be killed when stopped by a clock leads to ugly bugs. Hopefully worked it out.
    Edit: 11/15/13. Minor edit, added some extra message hints and removed a few stray unused warps.

    ******
    In this quest, I tried to recapture the feeling of when first playing Zelda all those years ago. You don't know exactly where stuff is, or how it is supposed to work. It's puzzling, it's difficult, but over time it builds up until you know the rules. I tried to be hard but fair, but that does not mean it is ever obvious. A key word here is 'misdirection.' I did try to pull themes from the previous quests also, to add to the continuity. I think the difficulty is about right, but I'm not the greatest player by any means. I don't make too many rooms that lock you in, or prevent your escape, but I do have long dungeons so you have to be ready for the long fight sometimes. Knowing when to fight and when to run is crucial. Using your items effectively is also rewarded. I may be biased, but for me, it was fun from beginning to end. I hope others find it fun as well.

    ******

    I'd really like to have feedback on the difficulty of the quest. If anyone finds it too easy or too hard, just say so.
    Last edited by Imzogelmo; 11-17-2013 at 08:19 PM.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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