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GRETGOR'S PROFILE

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.

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Zelda: The Trident of Power DX

New updates:

Positive:
- Exploration becomes a lot more fun and rewarding in the late game, when you have most key items unlocked. I managed to finish my collection of Kai Order scrolls, yeah!
- Optional bosses still quite cool, requiring you to learn their patterns to get through them.

Negative:
- The hit detection makes the spin attack very unreliable.
- The boss in Spiritual Paranoia was rather easy. I mean, Raith's battle was a tough act to follow, but still.

Zelda: The Trident of Power DX

Double post again, but I thought you'd like to know that it is possible to get softlocked in the spirit temple. I have no idea how I did it, but I eventually crossed a point of no return and, apparently, I used a key in the wrong place or something because now I just can't move on at all. I might need to save and quit, but I really don't want to, because that's not how it's supposed to go.

I can't even backtrack to the entrance because I apparently hit a hookshot wall that I shouldn't have or something because now I can't find a way back.

The theming of the dungeon is awesome, though. And I was having a good time exploring it and stuff before I got stuck! It's just really frustrating that this happened.

EDIT: Saving the game and being sent back to the entrance has done the trick. It turns out I needed to get one more key, but there's a point of no return that made it impossible for me to get it.

This is the point of no return:



If you get to this point without at least one key, you're stuck. There is no statue or wall target on the right to return to.

Zelda: The Trident of Power DX

Quick update (in spoiler tags for obvious reasons)


- It's super cool that we also get to explore Hyrule later into the game! :D
- I've just reached the Master Sword in Hyrule. The cutscene density is starting to try my patience a little bit.
- You don't get healed before the battle with Raith, and the battle is damn near impossible with only 3 hearts. It doesn't help that you have to sit through a cutscene whenever you die in it.

Zelda: The Trident of Power DX

The ice palace boss is kickass! How did you manage to cram so many different attack patterns into RPG Maker like that? That was epic.

Zelda: The Trident of Power DX

Sorry for the double post, but I wanted to give a quick update of my experience.

The moblin dungeon was pretty great as well! I like the way it develops, and has its own "mini-story" within.

Also,

the stealth sequence that comes after it, where you play as Irma and Miya, is pretty nice too! The climb to snowpeak was fun as well, but the density of cutscenes once we get to the city was a bit boring. I mean, the story itself is good, I just wish the cutscenes were shorter. Maybe less prolixious dialog and faster text animations would already go a long way.

I do love the angry magical elf girl, though. I love how sassy and salty she is once we beat her.

Shadow Seeker Boss Fight! The Shackled

The boss's entrance is EPIC stuff, man.

Zelda: The Trident of Power DX

The nature of action-adventure games is that you can eventually learn enemy patterns and survive them even when they can kill you with one hit, and I eventually beat that big dragon right after leaving the desert and before getting to the big city. I felt like a badass.

EDIT: just finished the first dungeon, and it was AWESOME. Interesting to navigate, enjoyable to explore, and it drew me right in. I was immersed AF.

Zelda: The Trident of Power DX

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.

Zelda: The Trident of Power DX

This looks incredibly competent for a Zelda fangame made in RM2K3! I'm gonna check it out.

Planetoid_Walker.gif

This is such a cool idea! :O