i love it when people dedicate all their passion, experience and skill to honor a really old game they love. it’s a strange but nice feeling that’s hard to put into words
"Why is there blood? Why is he dead?" Well, with my expertise in forensics that I got from years of CSI reruns, he choked on a bagel that was coated with peanut oil, which he was allergic to.
Reminds me of that old Zero Punctuation video on RE5. "And here's the really fun part: If you want to wear armor, THAT takes up a space, too! You're carrying your armor in a pocket of your armor! It's all such an unintuitive nuisance, and whoever came up with it should be sent to a special hell where he has to pack shopping for crotchety old women... or perhaps just punched in the stomach."
guys did you know that D A R K R O O M S AND D A R K R O O M S AND D A R K R O O M S AND- I think the dev was just a biiiiit too proud of the lighting system they made
@@ProjectStickman How long it takes to make something rarely corresponds to how cool it is, though. It's usually the boring, unremarkable parts that take the longest.
I think with an extra month or two to cook this could really come together, it's like 90% of the way there. Hopefully the next update from the dev will dial everything in with feedback from players.
Man the town is super charming, but with how much stuff is in it I feel it'd be way better off as a hub you come back to before starting every run, with something smaller replacing it in the dungeon.
im still thinking about the trade quest. They could just leave the place open and give the player all the rupee rewards once the player gets into town.
Started playing this and can say the following 1. There are hidden walls that you can walk through 2. The dev's discord has good advice, like if a crack on the wall is behind an object, even a pot, you cannot blow it up 3. Slow and steady wins the race, got to Aghanim on my first go by being slow (lost to him because of what he does when the battle start took me off guard). 4. 10th floor is a second village, that's where you use the wishing stone and it's worth it. That said, the secrets there are much harder to figure out
So, you're on the dev's Discord? Is the overall feedback to the Aghanim fight as negative, as I imagine? Because I find it utterly bullshit. I hope he changes that up.
@@Tkscz you got to hit him 5 times with a bomb to kill him and you need to update your game chess was removed due to two exe files running same time causes main dungeon exe game to stack heap collision and causes the main game to crash.
The bombable walls are all telegraphed pretty well. Don't know how people miss the fact that they're usually placed centrally where doors might go. I do agree they're unnecessary as decorations I guess. Maybe a slightly different sprite for bombable vs non bombable could be a little QOL improvement
@@ToastReaper They aren't all telegraphed. There are secret destructable walls that only sword poking will tell you about. There was one in the dwarvern town the first time I got there. Unfortunately sword poking isn't in the game yet, but they are planning on adding it with a later update.
@@ToastReaper I can unfortunately confirm that I just got a centrally-placed cracked wall that was not a secret door. I used a bomb and everything. I think the broader issue is that cracked walls require a resource to investigate, while stuff like the plant-covered walls or whatever in the sewer just require your sword. If the cosmetic-cracked-walls were replaced with different decorations, I think it'd work better.
I think the curses should work like how they do in that one Roguelite indie game called Undermine. The cursed chests are purple so you know that you're going to get cursed, but the rewards are greater. I think that it's a little blegh to have it be a curse and that's all there is. I mean the dev could even use that purple chest sprite that's present in ALTTP when you help out the blacksmiths
Between always using Frog in Chrono Trigger, and having a frog shirt, and voicing a frog in Arzette, does Vinny have a preference for frogs or something?
I don't know what it is about the boss sound whenever you hit them and whenever they die but it just sounds so silly. It sounds like they're saying wow wowowowow
from what i read on the website, the dev is indeed planning on adding more usable items and sword techniques, the game is just that early in development for now!
@@jabujabugaming8197 The simplicity helps too, as the simpler it is the less likely it is to frustrate you in a "chore"-way. A lot of games that force dialog time and wait time trigger a refractory period in nerves that causes extreme frustration. It's a literal genetic instinct to get frustrated with things that are taking too long. Good roguelikes let you jump in the action right away. Like the first versions of ROTMG. The new one is... yeah. it's gone.
@@dimitar4y This is why this one ALMOST works for me, but just barely misses. It needs to rethink inventory a bit to make the growth feel more natural instead of anxiety-inducing.
2:06:28 "The wise man can pick up a grain of sand and envision a whole universe. But the stupid man will just lie down on some seaweed and roll around until he's completely draped in it. Then he'll stand up and go, 'Hey, I'm Vine Man.'"
fyi, this is fully functional on the steam deck. just downloaded it and running it with proton experimental. also, locking into a strafe when attacking with the RT helps a ton with combat
I'm kind of fascinated by this game and it's commitment to letting the player keep *no* ounce of progress, not even something like a bomb bag, quiver, kinstone bag or gem bag? Feels like it wants to be ball-blisteringly hard for the sake of it... interesting game but I feel like nobody is gonna try most of those items when money is being spent on staying alive with hearts and defense! -Snoodoodle
This used to be common for roguelikes. A lot of roguelikes don't have any permanent progression. The original Rogue didn't, and more Rogueish roguelikes like Nethack don't have it either. Even Spelunky 1 doesn't have it. Permanent progression only became more popular for roguelikes in the past decade.
6:50 Wouldn't rupoors just be antimatter that only react to rupees? Since they're the opposite of rupees, they merge with regular rupees to form air. And since they're nit made of normal matter, they'd phase through other items once they get near a wallet, like a metal ball near a super magnet (except less violent)
One idea for the meta progression could be to award the player something like "spirit Rupees", that always find their way back to the hero, or something silly like that. If not upon starting a new game, you could just have them return to you once reaching the town. That way you don't even need to bother looking for the areas again. The amount you get may need to be toned down, or at least spread out more, I don't know. Of course Vinny didn't play the whole thing, and there could be stuff in development for all I know, that address the meta progression. Or maybe just have it skip through dialog faster because it knows you already did it. In cases like with the letter I honestly don't mind the idea of re-doing that each time, but it's more the other stuff. Perhaps there could be a special building like a "lost and found" where the stuff goes. I agree with Vinny that it's cool, but the idea of doing it more than once would get to you. Even when you know exactly where to go, it still isn't ideal. I like the town and a reason to run around it would be nice. Hopefully new quests and interactions open up over time.
I admire your hard work to design and develop something like this. Alttp all time favorite but this one takes the cake, what a magnificent job. Keep up the awesome work.
always interesting to see these kinds of fan works that do their best to replicate the original look and feel and then you have higher frame rate floating objects and the cool lighting gradient in the dark rooms.
This and Ocarina of Time: Ultimate Trial are just so fucking impressive. Practically their own game. Ultimate Trial revealed to me mechanics I either didn't know about or never took advantage of in original OoT. Amazing Romhack/GAME
Examples include: • Link's swings are directional, dependent on the position of the joystick. Certain angles are better at attacking leaping, guarding or oddly shaped enemies. • Deku Scrubs instantly die if they touch lava • Any type of Wolfos can instantly die if struck from behind after their two hit combo. • Boomerang is the most versatile piece of equipment. Can stun those bouncing flame bubbles (winged skull heads lads why tf they called Bubbles).
-Barely any items -Barely any slots for the items you DO find -Overly difficult -SEVERE overreliance on dark rooms I like roguelike spins on old classics, but I think I'll give this one a pass.
I feel that and fully agree. At the same time it seems weirdly addicting. The exhileration of getting through a hair-pulling hard run and finding something like the ring of health seem so compelling. I think the game could do with an easy mode and tune the difficulty down somewhat, but I think theres something to be said about the intensity. All The dark rooms deeper in feel claustrophobic and make the lantern upgrade a real gameplay advantage to get. I could see myself getting hooked on it is all im saying
There's clear room for improvement, especially with the constant dark rooms. But some of the difficulty also seemed to come from Vinny rushing to get hit by every enemy and vineBlinding.
The game actually inundates you with items (which is why the limited inventory space is even an issue to begin with) and you can also quite easily get inventory upgrades that massively increase the amount of space you have, upgrades that allow certain items to not take up space within the inventory anymore, etc. It is difficult, but honestly I wouldn't say any more so than something like Binding of Isaac, you just have to actually try which is sort of a rarity for 2D Zelda games. Nice to have a Zelda game actually be difficult for a change. As for the dark rooms, they can be annoying, but that's the purpose of the lamp upgrades. Better lamp you have, the less of an issue they are. Not to say it doesn't have it's issues, but you're definitely massively overstating how big these issues are, and the dev is regularly updating and improving it. You should give it a try, it really is fun.
I found a couple secrets while playing on my own. One is that there's a guaranteed bombable wall in the desert in rebel village, it's between two cacti on the bottom wall. And the second thing is that secret rooms aren't always bombable, they're invisible and you can walk through them!
This game is great. It just needs to change the tent spots to check points you revive at. Losing all your progression kills the fun for me if I’m playing
Love Vinny standing there draining health after beating the 2nd boss, then seemingly completely forgetting his curse on the next floor. Too bad, never saw a single chest after that
I feel a good way to balance the tradequest would be to make it so the book is something you randomly can get before the town and THEN once you've done the tradequest it stays open forever
I tried playing this after his stream and the final boss is bullshit. Spoilers: He takes away literally ALL of your items, including your sword and armor, then warps around blasting the crap out of you with magic. You have no time to learn the pattern and since you have no armor you die in about three hits. I can't wait to see Vinny's reaction next time he plays.
@@Enecororo97 I don't know. You have to fight him by picking up and throwing bombs that fall from the sky during one of his attacks, but he moves insanely fast and the bombs can explode in your hands. It's rough.
I got cursed with the first chest I ever opened in the game. The curse was "All normal enemies take 10 hits to kill. Conquer the boss without getting hit once to remove the curse"
It's unfortunate, because Nintendo would really benefit from even just ignoring these projects. Mario Maker barely taps the well of what fan projects do.
This is 3 months old but just some stuff I think i would alter based on watching: 1) More items/verity would be nice early on 2) Inventory limitation early on kinda sucks. Bombs/Arrows shouldn't take up slots. Should have a default bomb bag/quiver 3) Curse chests punish exploration. There should be "cursed chests" and the player can choose to take on the curse for a reward. 4) To avoid redoing the fetch quest over and over (although the run button discovery makes this less bad), after you complete it. The kings key should be a bonus option item on a new run
1:24:00 was painful. picked up sign without reading it, then threw in a gem not knowing he needed 2, then threw in the jewel not knowing that was a Zora Pond not a Wishing Pond.
Apparently there is no spin attack yet, planned for a future version according to the game creator's website, still looks incredibly polished as it is!
sweet christ, the idea of this is good but the execution lacks any mercy. that first curse with the temporary map loss was fine, but gradual health loss and requiring to kill a boss so shops are affordable are fucking extreme. and then worst of all is how tedious it all seems compared to the modern standard. i think the worst part is the inventory thing where items that would never take up a menu slot, now do. which wouldnt be so bad if there werent 100 new items added. and then upgrading inventory space isnt permanent for future runs? AND its random if you'll encounter the upgrade at all??? damn man.
Yeah it's pretty rough. The dev has stated they like punishing games, but i think they overcooked it. Hopefully they'll make some adjustments to tone it down a bit in the future, as the gameloop isn't really deep enough to bother re-running the same floors dozens of times.
People don't think about it due to the gameplay style - but the real Roguelike Zelda game is Cadence of Hyrule. Randomized overworld map with items in different locations each time, procedural dungeons and actual puzzles as well. Super underrated game.
I love Cadence of Hyrule, it's an amazing game. But the rhythm based gameplay is very different from regular Zelda gameplay, so most people don't give it a chance
Gotta be real, the rhythm aspect is such a dominating factor to that game that I wouldn't consider it a Zelda game at all. It's a great game, but not really comparable
That chest curse is absolutely bullshit for how frequently the chests appear at random i understand the idea but in practice with large rooms its very unfair.
I just really wish that there was an option to ALWAYS show doors that you have already seen on your map. I really don't like that you have to happen to find a compass to be able to see the doors at all. It makes navigation very unpleasantly confusing for me... Or at least have a compass be guaranteed on each floor in some way or other.
Download this while you can, ninendoes what nintend do. Also the download comes with a game manual PDF like the old days, it’s awesome. Haven’t seen that since Tunic.
Seeing this makes me wish Nintendo would make a new zelda game in alttp style or any old game style. I think it would really work they could do so much more with less limitations
Here's my idea have check points and save files. Make the town a hub area that stays the same each seed. Make the dungeons be the only real rogue like portion. Oh and music packs that are themed would be cool. Like Zelda only themed music pack would be great.
My headcanon for rupoors in Zelda is that it sucks the color out of nearby rupees, making it impossible to determine their initial value. That's the only way I see it working.
Twitch Chat Replay ► chatreplay.stream/videos/bMOjN9zD0oI
i love it when people dedicate all their passion, experience and skill to honor a really old game they love. it’s a strange but nice feeling that’s hard to put into words
Okay
felt
It's not that ol-
Wait, HOW OLD AM I??
I love it when Nintendo then nukes the shit out of said passion projects because they can
@@TayoEXE10
"Why is there blood? Why is he dead?"
Well, with my expertise in forensics that I got from years of CSI reruns, he choked on a bagel that was coated with peanut oil, which he was allergic to.
Would that make it a blood bagel?
@@dysr Yes
Don't be daft.
Isn't it obvious? He's been murdered!
By whom? The Butler!
44:00 Your tunic takes up an inventory slot.
*Laughs in Resident Evil 5 where an egg equals the size of an AK-47*
"Did you lay that?"
~ Leon, probably
Reminds me of that old Zero Punctuation video on RE5.
"And here's the really fun part: If you want to wear armor, THAT takes up a space, too! You're carrying your armor in a pocket of your armor!
It's all such an unintuitive nuisance, and whoever came up with it should be sent to a special hell where he has to pack shopping for crotchety old women... or perhaps just punched in the stomach."
@@Iyasenu I read that in Yahtzee's voice
Vinny: loses 15 hearts running into shit trying to rush the damage curse.
Me, yelling at my phone: VINNY. VINNY NO. WHY DID YOU DO THAT VINNY. VINNYYYYYUY
guys did you know that D A R K R O O M S AND D A R K R O O M S AND D A R K R O O M S AND-
I think the dev was just a biiiiit too proud of the lighting system they made
Which is funny because as a programmer myself, that takes like an hour to make.
@@ProjectStickman How long it takes to make something rarely corresponds to how cool it is, though. It's usually the boring, unremarkable parts that take the longest.
@@pareidolist Kind of? I wouldn't say a simple light system like this is particularly cool though.
Its a dungeon game though... They tend to be dark most of the time.
I think with an extra month or two to cook this could really come together, it's like 90% of the way there. Hopefully the next update from the dev will dial everything in with feedback from players.
Man the town is super charming, but with how much stuff is in it I feel it'd be way better off as a hub you come back to before starting every run, with something smaller replacing it in the dungeon.
im still thinking about the trade quest. They could just leave the place open and give the player all the rupee rewards once the player gets into town.
oh and i always say this in games like these, the player should totally be able to sell items
The Legend of Zelda: The Binding of Link, starring Frog from Chrono Trigger.
Didn't Zelda inspire Isaac? Because now Isaac is inspiring Zelda. We're walking in circles, and yet we're still somehow making progress.
@@CpnGame Art truly is derivative.
Started playing this and can say the following
1. There are hidden walls that you can walk through
2. The dev's discord has good advice, like if a crack on the wall is behind an object, even a pot, you cannot blow it up
3. Slow and steady wins the race, got to Aghanim on my first go by being slow (lost to him because of what he does when the battle start took me off guard).
4. 10th floor is a second village, that's where you use the wishing stone and it's worth it. That said, the secrets there are much harder to figure out
So, you're on the dev's Discord? Is the overall feedback to the Aghanim fight as negative, as I imagine? Because I find it utterly bullshit. I hope he changes that up.
@@FlameJackstar He just changed it to require two fewer hits but yeah, that fight was bull.
@@Tkscz you got to hit him 5 times with a bomb to kill him and you need to update your game chess was removed due to two exe files running same time causes main dungeon exe game to stack heap collision and causes the main game to crash.
It's cool to see more alttp fan projects fully cooked up. This gives the same kind of fun from a randomizer but in a completely new experience.
the ‘fake bombable walls’ problem could probably use a rework, to say the least
Real fake doors
The bombable walls are all telegraphed pretty well. Don't know how people miss the fact that they're usually placed centrally where doors might go.
I do agree they're unnecessary as decorations I guess. Maybe a slightly different sprite for bombable vs non bombable could be a little QOL improvement
@@ToastReaper They aren't all telegraphed. There are secret destructable walls that only sword poking will tell you about. There was one in the dwarvern town the first time I got there.
Unfortunately sword poking isn't in the game yet, but they are planning on adding it with a later update.
@@ToastReaper Explain the walls in ALTTP that looked bombable but weren't, then.
@@ToastReaper I can unfortunately confirm that I just got a centrally-placed cracked wall that was not a secret door. I used a bomb and everything.
I think the broader issue is that cracked walls require a resource to investigate, while stuff like the plant-covered walls or whatever in the sewer just require your sword. If the cosmetic-cracked-walls were replaced with different decorations, I think it'd work better.
I think the curses should work like how they do in that one Roguelite indie game called Undermine. The cursed chests are purple so you know that you're going to get cursed, but the rewards are greater. I think that it's a little blegh to have it be a curse and that's all there is. I mean the dev could even use that purple chest sprite that's present in ALTTP when you help out the blacksmiths
Yeah I think I agree.
@@Enecororo97 yeah and it doesn't have to copy that take on it exactly, but something like that
Bet the dev would love to hear this feedback
@@Aether_GM i hope so!
@edmundmcmillen yo
55:16 Ninja Turtles appearing in this was surprising and made me burst out laughing for how random it was
👖 🍎
Frog Gaming
Fine gaming!
Forg :3
nintendo you do not see this video. this is a private video and not distributed outside a close circle of really, really good friends.
27:25 Didn't expect a Good Will Hunting reference in a dungeon cell lol they even got the order right.
Between always using Frog in Chrono Trigger, and having a frog shirt, and voicing a frog in Arzette, does Vinny have a preference for frogs or something?
Animals that live in ponds
frogsauce reigns eternal
A stunning observation, to be certain
@@ImpossibleCakePro Almost as stunning as your stunning observation of my observation.
He is a Gekota fan.
I don't know what it is about the boss sound whenever you hit them and whenever they die but it just sounds so silly. It sounds like they're saying wow wowowowow
Carry over from Pac-Man
They're surprised you won
Did you not play the original source material? XD It's from 1991. on the SNES.
41:06
I'd love to see a Dayru's Findle and Bartlebee's Lumpkin compilation
Aw man, can't believe two and a half hours in and no one told you you could strafe
Doris' life savings is exactly enough for five pieces of cheesecake, and more than enough for the magic rod that turns people into money
from what i read on the website, the dev is indeed planning on adding more usable items and sword techniques, the game is just that early in development for now!
We have gone full circle chat, Zelda was Edmund's inspiration to create the binding of isaac.
I mean to me Zelda is Link to the Past. No other zelda is zelda imo (besides the gameboy zeldas which are just LttP derivatives).
@@jprec5174 That is such a weird take to have.
@@dragonix8527 i'm saying LttP has been more important to gaming than 3D zeldas
@@jprec5174 That is literally not what you said though.
@@dragonix8527 oh yea because the binding of isaac is based on wind waker...
They should allow you to force nonmatching kinstones together....
Force kinstones
oh lord imagine getting bits of gravel in there
@@Kryptnyt someone has to have a mineral fetish
@@WesleyFiles Hank
Foreskin stones
Holy shit I hope Vin sees this lol
There's just something about Roguelikes... can't keep away.
it's the growth. A good well made roguelike has a lot of content, and a lot of potential for you to grow.
@@dimitar4y You've hit the nail on the head, thank you.
i can
@@jabujabugaming8197 The simplicity helps too, as the simpler it is the less likely it is to frustrate you in a "chore"-way. A lot of games that force dialog time and wait time trigger a refractory period in nerves that causes extreme frustration. It's a literal genetic instinct to get frustrated with things that are taking too long. Good roguelikes let you jump in the action right away. Like the first versions of ROTMG. The new one is... yeah. it's gone.
@@dimitar4y
This is why this one ALMOST works for me, but just barely misses. It needs to rethink inventory a bit to make the growth feel more natural instead of anxiety-inducing.
2:06:28
"The wise man can pick up a grain of sand and envision a whole universe. But the stupid man will just lie down on some seaweed and roll around until he's completely draped in it. Then he'll stand up and go, 'Hey, I'm Vine Man.'"
The Music in the Pub and in the shops are from Pilot Wings!!! I love this whole thing
fyi, this is fully functional on the steam deck. just downloaded it and running it with proton experimental.
also, locking into a strafe when attacking with the RT helps a ton with combat
thank you for trying this out on the Deck, this is a perfect game for it
@@beensupe no sweat
@@beensupedude what the hell…. Huge help.
You're gonna wanna download this now before the DMCAs...
I saw someone streaming it on tiktok and was like “Oh fuck yeah I need this before Nintendo kills it.”
I'm kind of fascinated by this game and it's commitment to letting the player keep *no* ounce of progress, not even something like a bomb bag, quiver, kinstone bag or gem bag? Feels like it wants to be ball-blisteringly hard for the sake of it... interesting game but I feel like nobody is gonna try most of those items when money is being spent on staying alive with hearts and defense! -Snoodoodle
This used to be common for roguelikes. A lot of roguelikes don't have any permanent progression. The original Rogue didn't, and more Rogueish roguelikes like Nethack don't have it either. Even Spelunky 1 doesn't have it. Permanent progression only became more popular for roguelikes in the past decade.
6:50 Wouldn't rupoors just be antimatter that only react to rupees?
Since they're the opposite of rupees, they merge with regular rupees to form air. And since they're nit made of normal matter, they'd phase through other items once they get near a wallet, like a metal ball near a super magnet (except less violent)
what a find, and i subbed just because you provided the link, awesome. it not being a rom hack is awesome
My god, it has chess, video poker, a bootleg Pitfall...
I'm downloading this as soon as I get home!
Keep an eye on it, the dev seems to be updating it multiple times a day. I've just been downloading it every day or so just in case.
This was really good, it would be fun to see another one of these
One idea for the meta progression could be to award the player something like "spirit Rupees", that always find their way back to the hero, or something silly like that. If not upon starting a new game, you could just have them return to you once reaching the town. That way you don't even need to bother looking for the areas again. The amount you get may need to be toned down, or at least spread out more, I don't know. Of course Vinny didn't play the whole thing, and there could be stuff in development for all I know, that address the meta progression. Or maybe just have it skip through dialog faster because it knows you already did it. In cases like with the letter I honestly don't mind the idea of re-doing that each time, but it's more the other stuff. Perhaps there could be a special building like a "lost and found" where the stuff goes.
I agree with Vinny that it's cool, but the idea of doing it more than once would get to you. Even when you know exactly where to go, it still isn't ideal. I like the town and a reason to run around it would be nice. Hopefully new quests and interactions open up over time.
I admire your hard work to design and develop something like this. Alttp all time favorite but this one takes the cake, what a magnificent job. Keep up the awesome work.
always interesting to see these kinds of fan works that do their best to replicate the original
look and feel and then you have higher frame rate floating objects and the cool lighting
gradient in the dark rooms.
I’ve been on a real LTTP kick lately (finally played it for the first time myself recently) so this couldn’t have come at a better time
This and Ocarina of Time: Ultimate Trial are just so fucking impressive. Practically their own game.
Ultimate Trial revealed to me mechanics I either didn't know about or never took advantage of in original OoT. Amazing Romhack/GAME
Examples include:
• Link's swings are directional, dependent on the position of the joystick. Certain angles are better at attacking leaping, guarding or oddly shaped enemies.
• Deku Scrubs instantly die if they touch lava
• Any type of Wolfos can instantly die if struck from behind after their two hit combo.
• Boomerang is the most versatile piece of equipment. Can stun those bouncing flame bubbles (winged skull heads lads why tf they called Bubbles).
-Barely any items
-Barely any slots for the items you DO find
-Overly difficult
-SEVERE overreliance on dark rooms
I like roguelike spins on old classics, but I think I'll give this one a pass.
Not to mention the super long time needing to be spent in the rebel village. Also, those curses are just ridiculous punishments.
I feel that and fully agree. At the same time it seems weirdly addicting. The exhileration of getting through a hair-pulling hard run and finding something like the ring of health seem so compelling.
I think the game could do with an easy mode and tune the difficulty down somewhat, but I think theres something to be said about the intensity. All The dark rooms deeper in feel claustrophobic and make the lantern upgrade a real gameplay advantage to get. I could see myself getting hooked on it is all im saying
yeah progress is way too slow. But there's potential
There's clear room for improvement, especially with the constant dark rooms. But some of the difficulty also seemed to come from Vinny rushing to get hit by every enemy and vineBlinding.
The game actually inundates you with items (which is why the limited inventory space is even an issue to begin with) and you can also quite easily get inventory upgrades that massively increase the amount of space you have, upgrades that allow certain items to not take up space within the inventory anymore, etc. It is difficult, but honestly I wouldn't say any more so than something like Binding of Isaac, you just have to actually try which is sort of a rarity for 2D Zelda games. Nice to have a Zelda game actually be difficult for a change. As for the dark rooms, they can be annoying, but that's the purpose of the lamp upgrades. Better lamp you have, the less of an issue they are.
Not to say it doesn't have it's issues, but you're definitely massively overstating how big these issues are, and the dev is regularly updating and improving it. You should give it a try, it really is fun.
"Vinny, will you be playing more Astroglide later this week?"
So awesome, I would love to see another stream of this
I highly recommend everyone to download this now, because its likely going to get shutdown. So itll be a while before you can download it
I found a couple secrets while playing on my own. One is that there's a guaranteed bombable wall in the desert in rebel village, it's between two cacti on the bottom wall. And the second thing is that secret rooms aren't always bombable, they're invisible and you can walk through them!
This game is great. It just needs to change the tent spots to check points you revive at. Losing all your progression kills the fun for me if I’m playing
Starting playing this game this morning. VERY GOOD game
I require FINE GAMING
Love Vinny standing there draining health after beating the 2nd boss, then seemingly completely forgetting his curse on the next floor. Too bad, never saw a single chest after that
1:31:40 Simon Belmont when he gets hit with that Spirit Halloween pepper spray.
Holy chili powder incident Batman
i must download this before nintendo sends an assassination squad
Me, hearing Binyot talking about the ROG Ally X and thinking he said 'Rod LIX': "WHAT???"
The Legend of Kek: Pepe to the Past. 🐸
Finally, some good fucking food.
I feel a good way to balance the tradequest would be to make it so the book is something you randomly can get before the town and THEN once you've done the tradequest it stays open forever
This looks unbelievably fun. Saw that someone had got this running on their Steam Deck with minimal effort for max portability and addiction
Whoa, I didn't even know this existed...
I tried playing this after his stream and the final boss is bullshit. Spoilers: He takes away literally ALL of your items, including your sword and armor, then warps around blasting the crap out of you with magic. You have no time to learn the pattern and since you have no armor you die in about three hits. I can't wait to see Vinny's reaction next time he plays.
Wait if all your items are taken away what is actually the point then?
@@Enecororo97 I don't know. You have to fight him by picking up and throwing bombs that fall from the sky during one of his attacks, but he moves insanely fast and the bombs can explode in your hands. It's rough.
reminds me of final phase mithrix, but it sounds worse. i'll find out soon enough i guess.
I got cursed with the first chest I ever opened in the game. The curse was "All normal enemies take 10 hits to kill. Conquer the boss without getting hit once to remove the curse"
How many floors into infinity do I need to go to save Marin from being trapped as a seagull forever ?
Sad state the best thing for Nintendo Fan Projects to do is to keep silent until they can full release their work.
listen i got news for you about any fan game ever
It's unfortunate, because Nintendo would really benefit from even just ignoring these projects. Mario Maker barely taps the well of what fan projects do.
Speaking from personal experience, renaming your fan project to something non-infringing works wonders in keeping it online.
This game is great, but man it ticks all the fangame boxes, doesnt it? The blood, the humor, the NTR... its like i went back ten years
definitely has some balancing and polishing problems but also a compliment that i immediately start comparing this to paid rogue like games out there
This is 3 months old but just some stuff I think i would alter based on watching:
1) More items/verity would be nice early on
2) Inventory limitation early on kinda sucks. Bombs/Arrows shouldn't take up slots. Should have a default bomb bag/quiver
3) Curse chests punish exploration. There should be "cursed chests" and the player can choose to take on the curse for a reward.
4) To avoid redoing the fetch quest over and over (although the run button discovery makes this less bad), after you complete it. The kings key should be a bonus option item on a new run
I can't til he plays this again. This was fun.
I just did my 7th run of this game. It's -really- good. Justin did a fantastic job with this
That Genesis Ninja Turtles music made me very happy
It's from Turtles in Time, the SNES game. Not the Genesis
@@BerserkerKong02 not that version. You can tell which sound chip it's using. Definitely Hyperstone Heist.
@@ogrefyregaming Just checked jic, it's definitely Turtles in Time
@@BerserkerKong02it's 100 percent the SNES version of turtles in time, ignore this guy
@@theattila567 Yeah I checked myself lmao
1:24:00 was painful. picked up sign without reading it, then threw in a gem not knowing he needed 2, then threw in the jewel not knowing that was a Zora Pond not a Wishing Pond.
Apparently there is no spin attack yet, planned for a future version according to the game creator's website, still looks incredibly polished as it is!
This was really cool. Thank you Vinny for playing and dev for making
Vinny playing chess is a nightmare, it hurts, make it stop.
"That dude just exploded into treats" 23:42 😆i really enjoyed your playthrough of this one!
playing this, the strafe button is the best thing ive ever experienced in a 2d zelda
The new Parallel Worlds update looks craaaaaazy
this game has the sense of humor of an old newgrounds zelda parody
sweet christ, the idea of this is good but the execution lacks any mercy.
that first curse with the temporary map loss was fine, but gradual health loss
and requiring to kill a boss so shops are affordable are fucking extreme.
and then worst of all is how tedious it all seems compared to the modern standard.
i think the worst part is the inventory thing where items that would never take up
a menu slot, now do. which wouldnt be so bad if there werent 100 new items added.
and then upgrading inventory space isnt permanent for future runs?
AND its random if you'll encounter the upgrade at all??? damn man.
Yeah it's pretty rough. The dev has stated they like punishing games, but i think they overcooked it. Hopefully they'll make some adjustments to tone it down a bit in the future, as the gameloop isn't really deep enough to bother re-running the same floors dozens of times.
@@_B_E i just realized something about this. if you lose any and ALL progress once you die, doesnt that just make this a Rogue game?😅
@@ArcRay20 Yeah?... It's a rogue-like.
People don't think about it due to the gameplay style - but the real Roguelike Zelda game is Cadence of Hyrule. Randomized overworld map with items in different locations each time, procedural dungeons and actual puzzles as well. Super underrated game.
I love Cadence of Hyrule, it's an amazing game. But the rhythm based gameplay is very different from regular Zelda gameplay, so most people don't give it a chance
Gotta be real, the rhythm aspect is such a dominating factor to that game that I wouldn't consider it a Zelda game at all. It's a great game, but not really comparable
Probably because it's a rhythm crossover game, not an actual Zelda game
@@minimoose7772 Necrodancer-like
@ 31:00 in, when he's fighting the boss, swear the boss hit sound is a clip of Vinny saying "ow" with no enthusiasm
I'm getting some slowdown in dark rooms. As you can imagine this means that 90% of the game is now a chore.
Vinny gets the ru-pert
That chest curse is absolutely bullshit for how frequently the chests appear at random i understand the idea but in practice with large rooms its very unfair.
Nobody tell Nintendo's lawyers.
Grab it while you can!!!!
just did
told my uncle Miyamoto
Don't go to work tomorrow.
Now that Vinny’s covered it, I give it about a month.
I was not expecting to see the Corona sprite I made for the randomizer in the arcade place holy heck
I just really wish that there was an option to ALWAYS show doors that you have already seen on your map. I really don't like that you have to happen to find a compass to be able to see the doors at all. It makes navigation very unpleasantly confusing for me... Or at least have a compass be guaranteed on each floor in some way or other.
1:24:35
*proceeds to keep throwing shit in the pond despite nothing happening the first time*
Download this while you can, ninendoes what nintend do.
Also the download comes with a game manual PDF like the old days, it’s awesome. Haven’t seen that since Tunic.
cant wait to play this
I hope this doesn't count as our Thanksgiving lttp stream.
Zelda 2 not LTTP
1:13:18 Crusader of Centy bottom row of machines on the far left haha
Oh the dev gotta be real freaky with that Zelda bit in the town
Also the dying lady sidequest. Man keeps calling her the love of his life and her final words are to friendzone him in death.
Dev has some issues.
Good Will Hunting reference at 27:26.
excited for part 2
Seeing this makes me wish Nintendo would make a new zelda game in alttp style or any old game style. I think it would really work they could do so much more with less limitations
Vinny playing quest 64. I can see that.
Here's my idea have check points and save files. Make the town a hub area that stays the same each seed. Make the dungeons be the only real rogue like portion. Oh and music packs that are themed would be cool. Like Zelda only themed music pack would be great.
And custom sprites that people can add. I'd rather play as the BS-X Zelda Girl.
@@asra-5180I think she is available actually? Seemed like she was there when Vinny chose Frog..
@@DraconicCatgirl I must've not looked closely then
My headcanon for rupoors in Zelda is that it sucks the color out of nearby rupees, making it impossible to determine their initial value. That's the only way I see it working.
1:16:06 WHY did he have that just LOCKED AND LOADED hahahaha
vinny was like go listen to wildflowers about it. and i did. thank u.