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For many generations, the Hero has faced the Demon King, who has used countless resources to strengthen his power. At some point, a tribe of sorcerers corrupted by darkness, forged a weapon called “The Trident of Power”. Even still, the bravery of the Hero was always great, and the Demon King was defeated and sealed in the Dark World, a parallel dimension. However, the Trident remained... The ancient Seven Sages, in a mortal attempt to destroy the weapon, only managed to shatter it into 7 pieces. These were given to the strongest races of the continent.


Hyrule and Tylistem, are two kingdoms that have coexisted in peace for centuries, but this harmony will be disturbed by a group of people who, from the shadows, have created a meticulous plan... They believe that it will lead into a world changing revolution.


An adventure made 100% by and for fans!
Live through a dark history about war, treason and great desires that will put at risk the peace of an entire continent.

30+ hours of exploration and adventure!
Lots of secrets, sidequests and many minigames await you in the enormous kingdoms of Tylistem and Hyrule.

Classic action system of 16 Bit videogames!
See epic battles and diverse mechanics using the classic system of an authentic 2D Zelda game.





-Action RPG
Fully functional battle system based on sword, shield and a large number of secondary weapons. Complemented with a wide range of enemies with different AI that when defeated will drop certain items.

- Hearts, Rupees and Magic System:
Being as faithful as possible to the general concept that the official games of this franchise has, I programmed the following: a life system based on hearts, a money system based on rupees (which the maximum you can carry depends on the wallets you've collected), and a magic system needed to use on more than one secondary weapon.

-Custom Key System:
Thanks to DynRpg plugins, the game has the ability to use any key at will. Keys like "A", "S", "D", "Alt", will be useful in this game to make the comfort of playing as complete as possible.

- Data storage system:
This game has a custom entry in which you can choose a name for each game file thanks to a fully customized system. In addition to this, when you start the game, you can see in each game file the progress you've made. You can compare between the two available game files!

- Personalized Menu:
A fully customized system in which you can observe your equipment, your secondary weapons, save your adventure and use a system of options that will allow you to configure aspects of the game to make your experience as pleasant as possible.

-System of Shops:
Customized system to obtain all kinds of objects in the game. All based on the system of rupees.

-Bank System:
System to keep your money in a bank. You can deposit and withdraw money from it.












-The game will try to be as linear as possible, delivering a varied range of sidequests, as well as offering different choices to the main story line. These include points where you can choose which dungeon to explore first, and other choices that will have further consequences.

-You don't need to have the RTP installed in order to play.

-The game's soundtrack consists of mostly MP3 files, making the complete download file large in size.

-The game uses a save system based on checkpoints. You can save at any time, but you keep in mind that you will return to the last checkpoint you activated.

-Needless to say, this is a fangame, not for profit, but with the respective credits to the creators of the original idea.

-This game uses DynRPG plugins.



>>Webpage<<
https://pezetagames.github.io/ZeldaToP

>>Trailer<<
https://https://youtu.be/W2lfOLPUKHw

>>Discord Server<<
https://https://discord.gg/trPzmEQ




Latest Blog

Version 2.07 update

Version 2.07 update.

Posts

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Pizus, I'm really waiting for this game, you know that.
New video!

This is the enter for the fourth dungeon of the game, Spiritual Paranoia, this is alternative reality descubred for the ancestors Sheikah

The last dungeon of the game is already finished (video in the link). Only the final arc of the game is missing (which is not at all simple, there will be many epic fights!) and many sidequest that will nourish the game with several extra hours.

I hope to have the game ready (Spanish version) by the end of this year 2019. And if all goes well, I hope to have an international version (English) by next year 2020. Greetings!

https://www.youtube.com/watch?v=N8ki_PvXnMU&lc=z23pf5tglkjaf50d4acdp43a3ftvt1lf1i25oonqz0dw03c010c
Luckily for me, Spanish is my second language :D maan this looks so good, I eagerly await to see it all in action! Keep up the good work my friend :)
Greetings, I wanted to tell you that the game was released on April 26th, it is already complete, but only in its Spanish version.

Currently the game is being translated to English, but there is no release date for the international version yet. For those who want to look a little more in detail at the game, I leave here its web page: https://pezetagames.github.io/ZeldaToP/
The English translated version of Zelda ToP has been published!
author=Pizus
The English translated version of Zelda ToP has been published!

Yay, that's great Pizus, I was waiting for this game (even if I already tried the Spanish version at the time!)
author=TheRpgmakerAddict
author=Pizus
The English translated version of Zelda ToP has been published!
Yay, that's great Pizus, I was waiting for this game (even if I already tried the Spanish version at the time!)


Great! You can carry your savestate without problems, just copy all the "save" files from the Data folder and you can continue the same game :D
author=Pizus
author=TheRpgmakerAddict
author=Pizus
The English translated version of Zelda ToP has been published!
Yay, that's great Pizus, I was waiting for this game (even if I already tried the Spanish version at the time!)
Great! You can carry your savestate without problems, just copy all the "save" files from the Data folder and you can continue the same game :D


Yeah, I know but I'll probably start over, I did not progress a lot so, no worries! :D
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
This looks incredibly competent for a Zelda fangame made in RM2K3! I'm gonna check it out.
author=chao1997
with the Libra ability is it just for mid Bosses or Just Bosses and how you use it
author=chao1997
author=chao1997
with the Libra ability is it just for mid Bosses or Just Bosses and how you use it
Once you buy it, it is automatically activated. It will make you see the HP of the Bosses.

If you want to deactivate it (and activate it again) you must go to the Main Menu and open the Extra Items Menu.
I'm stuck in the first town. I triggered a cutscene with a Garudo woman, everyone says to wait for the Mayor to come back tomorrow, but I can't do anything else. I seem to have talked to everyone but I can't sleep in a bed or go anywhere. I always disliked when a game starts this way. You can't leave cause you don't have any gear and it's not straightforward how to get it.

Other than that, it seems very over the top dramatic for a Zelda game. So far I've been thrown all kinds of major story plot points and complex names that make no sense and don't resonate. I'm not invested yet and I got something of an info dump and cliche dramatic lines. Plus the text speed is kind of slow. NPC's are too wordy and end up saying nothing at all, reminds me of FFxiv. The graphics are kind of mishmash, but not a big deal.

I was hoping to be able to dive right in to some gameplay but so far this game seems like it will be more tedious than anything. Can someone give me a save file part way through the game so I can see how the items work?
author=TheNecromancer
I'm stuck in the first town. I triggered a cutscene with a Garudo woman, everyone says to wait for the Mayor to come back tomorrow, but I can't do anything else. I seem to have talked to everyone but I can't sleep in a bed or go anywhere. I always disliked when a game starts this way. You can't leave cause you don't have any gear and it's not straightforward how to get it.

Other than that, it seems very over the top dramatic for a Zelda game. So far I've been thrown all kinds of major story plot points and complex names that make no sense and don't resonate. I'm not invested yet and I got something of an info dump and cliche dramatic lines. Plus the text speed is kind of slow. NPC's are too wordy and end up saying nothing at all, reminds me of FFxiv. The graphics are kind of mishmash, but not a big deal.

I was hoping to be able to dive right in to some gameplay but so far this game seems like it will be more tedious than anything. Can someone give me a save file part way through the game so I can see how the items work?


Go to the shop, try to buy the shield and then talk to Miya (the redhead) again.
author=Pizus
Go to the shop, try to buy the shield and then talk to Miya (the redhead) again.

Is this the shop?
https://rpgmaker.net/media/content/users/9179/locker/zelda.png

author=TheNecromancer
author=Pizus
Go to the shop, try to buy the shield and then talk to Miya (the redhead) again.
Is this the shop?
https://rpgmaker.net/media/content/users/9179/locker/zelda.png

Aaaahhh, you need the wallet. The first time you talk to Miya, she tells you that she left it on her drawer by her bed. Go to Miya's house and open the drawer.
I really like the artwork in this. Well done!
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Alright, so, after having played for a while, here's my feedback.

I think the game overall is quite competent and well made, with some flaws that annoyed me a bit. All in all, though, I quite like it!

Positive:
- The atmosphere is competent, it really conveys that Zelda feel.
- The ABS is quite well made too. It has its problems, but I'm impressed by the effort that went into it.
- Exploration is good, I like that there's optional stuff to obtain around the map, like in Zelda.
- Decent design for dungeons and exploration areas.
- There are some large monsters, instead of only monsters that fit the 16x16 space, indicating quite a lot of work went into the combat.
- Bosses are a blast for the most part.

Negative:
- I hate that climbing ladders takes you out of battle mode.
- Hit detection is rather finicky here and there, like sometimes the enemies will go right through my attacks. Is the hit detection pixel based or tile based?
- Combat only really clicked with me after I obtained the boomerang. Before that, it was a bit annoying. Not bad, but annoying. Having to land in a very specific tile to hit enemies is a bit of a chore.
- There's no reason a handful of atmosphere pictures should lag the game this much. How exactly are they being called into the game?
- Story is a bit cliché. Main character with a very specific form of amnesia (i.e. only remembers stuff that it's convenient to the plot that he remembers), evil empire, main character with a secret superpower, and so on. I wouldn't call it bad, but it's definitely a bit cliché.
- Getting sniped by an enemy while being teleported out of a hole may kill you. Why doesn't the game just pause in those situations?
- Lack of telegraphing for certain attacks made certain deaths feel cheap. It's not needed for all attacks, but at least for strong ones that can kill you in one hit. That one optional dragon boss took me longer than I wanted because of that.

My thoughts:
This game shows a quite admirable level of effort and competence. It brings the Zelda feel across very well, and the combat is well made for the most part. There are some annoying problems here and there, like the lag, the occasionally wonky hit detection, the getting out of combat stance when you climb ladders, but overall it's pretty good. I like that the map rewards exploration, and that sometimes the things we find while exploring can catch us off-guard.

Given the amount of effort and talent on display here, I can't help but wonder why the author chose to make a Zelda fangame instead of working on their own thing. If a fangame starts gaining too much traction, Nintendo is gonna stomp on it anyway, so why not just use the exact same systems that are already in place and turn the game into its own thing instead? Just a thought.
author=Gretgor
Alright, so, after having played for a while, here's my feedback.

I think the game overall is quite competent and well made, with some flaws that annoyed me a bit. All in all, though, I quite like it!

Positive:
- The atmosphere is competent, it really conveys that Zelda feel.
- The ABS is quite well made too. It has its problems, but I'm impressed by the effort that went into it.
- Exploration is good, I like that there's optional stuff to obtain around the map, like in Zelda.
- Decent design for dungeons and exploration areas.
- There are some large monsters, instead of only monsters that fit the 16x16 space, indicating quite a lot of work went into the combat.
- Bosses are a blast for the most part.

Negative:
- I hate that climbing ladders takes you out of battle mode.
- Hit detection is rather finicky here and there, like sometimes the enemies will go right through my attacks. Is the hit detection pixel based or tile based?
- Combat only really clicked with me after I obtained the boomerang. Before that, it was a bit annoying. Not bad, but annoying. Having to land in a very specific tile to hit enemies is a bit of a chore.
- There's no reason a handful of atmosphere pictures should lag the game this much. How exactly are they being called into the game?
- Story is a bit cliché. Main character with a very specific form of amnesia (i.e. only remembers stuff that it's convenient to the plot that he remembers), evil empire, main character with a secret superpower, and so on. I wouldn't call it bad, but it's definitely a bit cliché.
- Getting sniped by an enemy while being teleported out of a hole may kill you. Why doesn't the game just pause in those situations?
- Lack of telegraphing for certain attacks made certain deaths feel cheap. It's not needed for all attacks, but at least for strong ones that can kill you in one hit. That one optional dragon boss took me longer than I wanted because of that.

My thoughts:
This game shows a quite admirable level of effort and competence. It brings the Zelda feel across very well, and the combat is well made for the most part. There are some annoying problems here and there, like the lag, the occasionally wonky hit detection, the getting out of combat stance when you climb ladders, but overall it's pretty good. I like that the map rewards exploration, and that sometimes the things we find while exploring can catch us off-guard.

Given the amount of effort and talent on display here, I can't help but wonder why the author chose to make a Zelda fangame instead of working on their own thing. If a fangame starts gaining too much traction, Nintendo is gonna stomp on it anyway, so why not just use the exact same systems that are already in place and turn the game into its own thing instead? Just a thought.


Thank you very much for your comments. Let's see:
1) Unfortunately I did the ATB based on Tiles' collision. When the game was already very advanced I learned well to handle the images coordinates. My learning was increasing as I developed the game and due to the length of the game, redoing the battle system would have taken too much time (because of all the maps I had to modify). I'm sorry, I'm aware that one of the lowest points of the game is the ATB, but as the game advances, more and more epic bosses and enemies are appearing hahaha, at least that compensates it a little (or so I think xD)

2) Possibly in the hole in question I forgot to disable the damage engine. I would have to check it. Regarding the big dragon: well, that enemy is not meant to be defeated at the beginning of the game. The idea is that one sees it and when dying in front of it one says: well, I'll come back later.


3) The story and all the characters are a huge cliché, I won't deny it. But I like to believe that it can be tolerated due to the charisma of many characters. The amnesia thing, it's true, there are many things that narratively are somewhat forced. This project will serve to improve my narrative ability to tell a story. In a next project I will try much harder!

4) When I started this project, I was very involved in the ZC Classic community. In love with the dungeons I saw in that community, I tried to do the same in RPG Maker. As time went by, the project got bigger and bigger. Many times I thought about transforming it into an original game, but I decided to continue with the fangame. Anyway I think I was not wrong, since the fact of being a Zelda made the game known in that community. Many Zelda ToP players are Zelda fans, not from the Rpg Maker scene.

5) Anyway, it is possible that in the future I will remake the game by removing all the elements of Zelda. Changed or improved the ATB and other elements. Who knows, only time will tell.

PS: Thanks a lot for playing! I hope you keep on playing the game, I promise it will get better and better!

PS2: I'm sorry about my English, it's very basic. My native language is Spanish and I have to support on a translator. Greetings!
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