Zelda Classic

bump I'll check this out later.

Bumping this thread with some footage of Isle of the Wind's first dungeon, Taurus. This dungeon is quite simple, but features a mini boss, three treasures, and three puzzles. The puzzles are quite straightforward and hard to misinterpret, which can be seen as either a good or bad thing, but I personally feel like this is a decent and gentle introductory to the game. It's interesting that the author chose to create a map layout that is based around the image of a bull, which is an image associated with the Zodiac sign Taurus, the sign after which the dungeon is named, because it illustrates the thought process behind the development of each dungeon. It's an easy decision to take inspiration from real world religious or philosophical symbols and integrate them into your game somehow. In this case, each dungeon is created to resemble either an image of the animal that the corresponding Zodiac sign is mean to represent or the sign's symbol, which means the real world imagery actually has an effect on the game's design.

In this dungeon, you fight bats, slime, stalfos, dodongos, snakes, and wallmasters. The enemy placement sort of forces the player to be aware of how each enemy behaves, simply because each room tends to throw them at the player in large groupings. This means the player typically has little room to move around enemies and limited time to react to each enemy's behavior. Stalfos are not aggressive but will occupy space and move around in a seemingly random pattern. Snakes will do the same, but are aggressive and will lunge at the player from a long distance if the player moves into a square that is directly across from them. Bats fly around the area and occasionally land out of reach, and wallmasters will only ever appear when Link is near the wall they're patrolling. Snakes and bats die in one hit with the basic sword, while wallmasters and stalfos take two hits to dispatch. Each enemy damages Link for half a heart. The wallmasters can remove Link from the current room and place him at the entrance of the dungeon. Stalfos, and most other enemies that require more than one hit to defeat, can be staggered by a direct hit from the sword, but they have a brief invulnerability period during which you cannot stagger them away from you.

The combat is very simplistic, but it's all about managing enemy types in groupings, and I think this dungeon illustrates that quite well.

If I had to criticize one thing about the dungeon, it'd be the lack of a proper way to replenish bombs from within. The dungeon requires a total of 12 bombs in order to complete. The very first room has a weak wall that leads to another weak wall that leads to a small cliff where a treasure chest holding a key is located. The room with the map requires that you destroy a wall leading to the chest containing the map, and the very next room contains a wall that leads to a transitional room that leads to yet another room with a weak block that must be destroy in order to get to the treasure box that holds the arrow. The mini boss, the dodongo, each require two bombs in order to be defeated. There is a room that houses another weak block and a weak wall that must be blasted to gain access to the ocarina and the boss chamber respectively, and there is another, final weak wall that must be destroyed to acquire a key that allows access to the boss chamber key.

Link's next door neighbor will provide him with 4 free bombs from the outset, and you can acquire two sets of 4 bombs from within the dungeon at specific locations, but that leaves you with a very small margin of error. You need at least 11 bombs, but Link can only carry 8 at any given time, and if you misplace one, then you're shit out of luck and must backtrack outside of the dungeon and acquire one set of 4 from the shop. Each set of 4 costs 35 rupees, which means you'll likely have to spend time killing enemies so that you can acquire extra cash to spend. This could have been circumvented by allowing the player to acquire extra bombs via drops from monsters that exist in a specific room that can only be accessed after the initial bomb supplies have been acquired. In this way, the player may still have to grind, but at the very least, he won't have to waste time navigating through the dungeon, make his way back to the entrance, and leave, just so he can get more bombs. This also circumvents the amount of time spend grinding, because this solution would remove the necessity of cash from the equation, which means you won't have to kill as many monsters before you get an appropriate drop.

Even so, I like that the author intended for players to manage their inventory wisely, and it's great that you're expected to think for yourself and pay for your mistakes.

what i need is zeldas royal cunt on my face