FYI He didn't quite complete every village quest. There's a secret cave in the bottom right of the desert if you triangulate 😉 I'm still trying to find the contact(if it's possible) and sprinkling the magic powder everywhere to try and find something.
Here's a thought... if you want to "skill check" the players by stripping everything away, make the boss battle be all about getting your stuff back. Make it gradual. Maybe tone down the bombs/spike layout in the early part of the fight. Every time you hit Agahnim, you get something back. Make the first thing be the sword so you can fight kind of normally again, then randomize what returns after that. The player then feels accomplished for surviving such a wringer and also gets the satisfaction of the roguelike experience--using all the stuff earned along the way.
I actually like it because that design decision means that you should never hoard any item and you should actively be using them. In most roguelikes items can just sit with you until you die because you never quite have the right situation to feel like using it is worth the cost but knowing that you wont have anything means that worry doesn't exist. I think it is a great decision for a random game, the run is unique but the last fight is always the same challenge.
I have a recommendation to make the final fight actually exciting and a bigger payoff. Keep the item theft but slow the boss down a tad, make him drop a random upgrade you've earned over the playthrough until you slowly get back all your power. I realize this would probably be harder to code/finish, but it would tremendously help with user reception. He can drop one item after every teleport or just like every spell rotation or just over time. Maybe add a speedrunner mode or hard mode where the original boss is so you can also keep the original idea.
In response to Ryu's questions about bombable walls: -No, they are NOT shown with the compass, nor are they always represented with cracks on the walls. Sometimes it's not even bombable, but just a wall you can walk through! -When trying to predict what walls are suspicious, pay attention to the map. The doors will line up with the map grid, and will always be on the edge of the grid (particularly for rooms that aren't perfect squares).
I'd say it's more having the secret pendant which will then tell you there is a secret door in that room, you then have to figure out which wall and if it is a fake wall you can walk through or a bombable one
@@southernrock20 better to try and stack as many heart containers as possible but if your able to out manouver the last boss with the least amount of hearts then that works too
Everyone's reaction to this hack is the same. They're enjoying it, they're struggling through the floors, they're trying to collect as much as they can, and worrying if they're strong enough for the end. Then they get to the end boss, get confused, die, and lose interest
It doesn't matter if you win or lose to Aganhim. He already ends the run when you get to him because he takes away everything. The only thing that matters are heart container pick-ups. It's a shame too because it's such a good fangame. It has everything I wanted from a Zelda roguelike and it's ultimately ruined by the final boss.
Played this all the way to the boss, felt like my time was intensely disrespected as the rules of the game are thrown out the window for the final encounter and it's not something you can just get back to easily enough. Congrats to those who played this to it's conclusion and won, but i deleted the game.
Yeah..since Ryu is mainly a Mario player, imagine right before the start of the last bossfight in a Mario game, Bowser magically takes away every hard-earned power-ups and one-ups Mario has collected during the game until that point, so you can only fight Bowser as small Mario while Bowser is throwing a lot of fire and bombs around, and if you die just once, you have to replay the whole game again... the majority of the players would rage-quit and never bother to play it ever again lol
@@havingfun-u4g Your time STILL is wasted You just didnt waste money? Nice logic there dude omg someone complaining about wasting time better type in money problem because that sure is related huh
@@HiyaCoffee Free game doesnt mean you cant say that it bad? Imagine if someone give you a free box and all you end up with is shit would you also be "Thankful" for that? Everyone has the right to criticize something no matter the price
The way the final boss plays out really doesn't make sense for a roguelike. The point is, you survive with the items that you can get, and then when you get to the end you're able to use whatever crazy build you have against the final boss to fight against it, whether it's good or bad. Plus, the fact that you can't even fight the final boss with your weapon is just plain asinine. The fact that he can only be damaged using bombs that shows not only a lack of understanding of the roguelike genre but also Zelda as a whole. What a waste of time. I'll pick it back up when the dev patches it and makes a boss that's not... This.
Definitely a design oversight I think. A simple code fix would to place bombs for pickup before him or even make him damage-able to sword or bow or whatever. Just anything that a randomized roguelike would 100% give you during a run
my best justification of it is that it means the game is secretly all about speedrunning. everything you get during the run is just to get you to the end, and the fetch quests and stuff are just there for when you're still learning the ropes so that's why they take a bunch of extra time. later on you just gotta rush to pick up stuff like the master key and switch pearl thing and then skip everything you possibly can. if it were clear upfront about this I think people would be a lot less interested in it, so it ends up feeling like a bait and switch
Well, there's a few things off with this game no doubt. The gore makes no sense. I dunno why fangame makers tend to be obsessed with adding gore that the original creator would never have added, despite paying tribute to the original aesthetics in every way. It's the same for Streets of Rage Remake. Gore is turned on by default and you literally cut people in half while the original SoR games only had a little blood splatter here & there. Not like I can't handle gore, but... I fail to see the point of adding it when supposedly trying to deliver a somewhat authentic experience.
If you haven't heard already. The creator made a statement. I heard it on one of Grandpoobear's videos. The guy made it by himself for 4 years and was burnt out after creating it, he was the last thing to add after coding, what happens at the beginning of that boss fight made it easier to create and code. He created that boss and just wanted done with the project, not thinking it would get the recognition it has got to this day. The popularity it got prompted him to work more on it now and provide updates. He was also going for some shock value towards the end. A twist of sorts that the player wouldn't see coming and to be honest I think it's worth it just to see the reactions of all these steamers when they get to the end
I downloaded this the other day and managed to get to the Agahnim fight after three attempts. I was stacked with Gold Armor, Gold Shield, Gold Sword, and plenty of other goodies. I was pissed when he just took it all and killed me when I had no idea what was going on. Stealing all the stuff that you worked for ruined the game for me. Even though I know how to beat him now, I really have no interest in replaying.
@@Giordie_ In a genre built on randomly building a loadout and overcoming the odds with or in spite of what you're given... invalidating all of that for the final encounter is just bad design. There are plenty of ways you could have imposed a skill check without taking everything from you, and forcing you to reevaluate your entire playstyle on a split-second notice.
@@Okada_Caelun It actually puts everyone on the same level. Roguelikes will often give you terrible RNG and most of the time you're probably getting to the final boss with a crappy build. Maybe you didn't get the max level sword and armor, didn't get extra healing items, whatever. Aga wipes it all clean so you're left with just your skill and however many hearts you managed to come in with. It's the great equalizer.
I get what they were going for with the boss fight, but it totally negates the rogue like aspect of the game. What's the point of grinding and finding all the good items if they're taken away at the end? Maybe one phase of the fight could be taking away all your items, then as you throw bombs it makes the boss drop your items so you can defeat him would be a better fight
There are so many borderline useless mechanics in this game. Even if the gems were somehow super worthwhile The lack of inventory punishes people who want to explore that system. Same with the two half coins. You'd basically have to read a wiki article to find out if a gem or half coins are even good. But even if they are worthwhile having coins or gems drop when there's no guaranteed place to use them AND they take up 1 of 5 inventory slots with the guaranteed downside of less inventory to the player. Maybe if the gems and half coins gave a little buff it wouldn't feel so bad when you never find a place to use them.
Wow, can't believe the dev decided to completely set this project on fire at the final boss. Was an amazing game and experience up to that point. I'm shocked that's the choice he landed on. That design choice shows a complete lack of understanding in the point of a roguelike, and even the point of a zelda game. I hope he patches it. I wanted to play it but after seeing that, what's the point?
Its a super downer and extremely frustrating when you go against him on the first run and lose in seconds. After 5 tries fighting him (and few more deaths between the 7th - 12 floor) i had finally got his attack pattern down and my dodge mechanics down to be able to throw those bombs with enough time before it exploded in my face to beat him. Just takes alot of cooling down after a hard loss and lots and lots of patience to get all the way to the end.
In the first town, you missed a chest near the entrance gate, a chest in one of the houses, a hidden area behind a waterfall, and a bombable wall in the desert area south of the old man. In the dwarven town, there was 1 more hidden area, but it's in the area that leads to all those chests and it'll be difficult to find if you don't have a lot of bombs. You'll need an extra 3 or 4 bombs if you already know where the bombable walls are. Probably not worth it if you don't already know where to bomb. You're kind of wasting 2 inventory slots with the bow/arrows.
Ryu, the way I know where the secret rooms are is by looking at the mini-map to be sure a secret room can be there, and the entrance is in the middle of the adjacent room. One important thing: It can have MULTIPLE secret rooms, I already found 2 on one single floor.
Yeah... Losing your items isn't great game design. An unfulfilling boss fight in a game that's all about acquiring the best gear. It would be fine if you got them back in phase 2 of the fight, or something. Like how you temporarily lose the master sword against Ganon in OoT.
This may have been recorded before it came out, but be sure to get the new version if you're going to play it again (Hope you do). The new version features a frog character at the base of a tree in the starting area that gives tips. From what I understand, one of the changes was an increase in drops and treasures.
I heard about it from the Discord, and a lot of people saying similar things about it, but this was the first time seeing it. A lot of the things mentioned in this video came up in the suggestions area, it really summed a lot of it up. It's like, what is the game about, and what do you do in it? It negates what most of the game is seemingly about. The arguments about how "well you'd lose the items after the boss anyways cause the run would be over" just make less sense the more it floats through my head.
How about people stop being so entitled and actually thank someone for their work? It isn't like this is a product you or anyone paid for. Kinda funny how people are acting like karens about a game that one person made and put out for free, and their major issue happened after having hours of fun.
Everyone one is aware of the chickens giving eggs right? Pick them up toss and they might drop an egg. Which stack in one slot and heal you. Also a chance at a gold egg.
The game minus the ending is great, the ending is stupid, terrible game design. It's like watching someone make a giant ice cream sundae, letting you choose all sorts of awesome toppings, then they top it off with a literal steaming piece of 💩.
Yeah it's very amateurish and stupid. It's like the dev is punishing people for playing their game. The kind of thing that makes me leave a game and never return.
@@DanoLefourbe As far as I'm aware it's because the creator was burnt out and it was simpler to not have to balance a boss around items the player may or may not have after getting there. He was burnt out and just wanted to be done with it. Wasn't expecting the popularity it gained after release.
I think it's kinda lame too that you loose all your items for that fight. I'd be fine if you lost your items initially and then he threw you back a couple items or something each phase.
Looks like you just need to buy the gear that makes the floors easier. If the enemies are still set to take damage the same way as ALttP, Mimics, Armos Knights, and a few other enemies are weak to arrows. Landmolas is weak to silver arrows, fire and ice rod. Seems like a case of just using the right tool for the job at hand.
i love ryukahr!!!!! Your editing and (cussing, BTW I & others love it) Seriously your editing on the MM2 ventures are so good. And keep swearing i really laugh my butt off when you say the F word hahhahahaha
I don't understand why it wasn't like that in the first place. Swords, shields, armor and ammo should not have taken up a skill slot at all. I'm surprised magic and hearts didn't take up slots.
I have started work on something. New to programming but not ideas. And I don't think this has been done before. But a Mario rogue like. This game inspired that for me
So a platforming roguelike? Sounds original but that might be for a reason. Sometimes ideas sound good on paper but when you actually play them they aren't very fun. Doesn't mean you couldn't make it fun but the idea to me sounds like Metroid but with Mario weapons.
@@Nemesis_Zer0yeah, seems like a castlevania/metroid type game with Mario theming. Side scrolling platformers with inventory builds that play off rpg aspects are not necessarily a new thing. I actually had a project myself in very early development when i was learning to program a few years back using the same archetype genre, though i didnt even consider metroid/castlevania when i started/was working on my past project. Definitely helped me understand a wide variety of concepts in terms of development.
If you have any intention to make money off it delete this comment and use OCs with Mario inspired platforming mechanics. If it’s just for fun what Mario are you basing it off of- OG, SMB3, or SMW?
Making randomized mario levels that are actually good is a difficult design problem, not to mention implementation if you're new with coding. See 20XX/30XX to see how generic and repetitive the levels can feel compared to handmade ones (and those games were competently made). Mario has less tools to play around with, too, and it might be harder to have sections expecting powerups. (Although you could have it generate a section for a powerup in tandem with the powerup before it, but still it's hard to imagine it playing well.) I think if you're going to try, you should make sure you have a solution/answer for this, before putting a lot of time and energy into it.
This little rogue like is so good. I've been playing it in little burst for the last several weeks. Some runs are super tough. I've resorted to using the extra heart boost at the start to enjoy my runs a bit more. I usually die at the first boss encounter in the prison level 3. I guess I need to GET GUD lol
OG Link to the Past also has some cracks that are just cosmetic and you can't break. There you can test them with a sword sound but unfortunately that mechanic isn't in this game
Roguelikes are supposed to be punishing, also the dev released a statement saying it was easier to code that way, but in the future might rework the final boss
@@YouLoseSir they're supposed to be punishing, but I've never, ever played a roguelike where the final boss strips you with all of your items for no reason other than to be a middle finger ( with the exception of enter the gungeon, but that's done because at the end of each of the runs characters are sent back in time in order to fix mistakes from their past, during which they are the same person as they were when said mistake happened, and the player uses their current knowledge to alter the past. You also only have to do that once.)
@@LaurentIpsum again, the dev released a statement regarding the final boss, plus he's one dude who created this in his free time. I'd rather encounter something totally unique in a game like this for the final boss, than a rehash of another game's ideas
@@YouLoseSir You're missing the point. Taking your items in a roguelike completely defeats the entire point of a roguelike. Or even a zelda game. It's a objectively bad boss. Like laughably bad. Which is a shame given the quality of the rest of the game. I hope he fixes it.
LOL, this is the problem with single developer, that design choice at the end is just blatantly bad and does not respect the player time that is put into the game. If there's at least one more developer they might tell them that it's a shit idea. Of course if there's 2 phase for the boss and on the 1st or 2nd phase you only get to throw bomb that is fine. Or if there's a secret item or quest that can cancel aghanim ability that is also fine. But if there's none of this then this is a major design flaw.
You asked why they put cracks in the walls if you can't bomb those spots. In Link to the past the original it was the same thing they were to throw you off.
Ryu, why did you play an old version of this? There have been several updates. Game is on 1.12. I knew you were on an old version as you still had the 9 slot Gem Bag. Which was changed to a "Treasure Bag" with 6 slots and holds both gems and Kinstones. That was in 1.0.9.
u should really always start with the bonus 100 rupees theres also money above the top bookshelf in the library in town and u can pickup chickens for HP eggs and a golden egg that fills all hp plus gives 200 rupees the wishing well item was suuuuuper good too that sucks u threw it in the wrong pond
@@DlCKWALLACE it’s frog from Chrono trigger for me and it makes me happy. I hope Justin and his team can add sprite cloud, Chrono, Sephiroth, and Zelda. Honorable mention to Talon, Marin and Tarin.
I put this on my ROG and love playing it. I didn't make it to past the weird underground worms boss sadly cause I forgot it shoots rocks when they come up
The developer told Grand Poo Bear in a superchat that he was burnt out after years of development by the time he got to developing the final boss and found taking away your items much simpler and still giving a kind of satisfaction.
The swing mechanics aren't authentic to LTTP, you should be able to reset your swing while swinging, and also the animation should be faster (which would reduce the animation lock). They said a fix is in the works but didn't detail what they're doing.
Only thing I like about this game is watching everyones first time play throughs. I came really close to starting this, but just seems like its such a waste.
@@kanyeweast3255 It's not a romhack though, and not everything is implemented exactly the same. It was recommended and planned to be put in it sounded like, but I don't know if it got done yet
@@kanyeweast3255 This isn't a rom hack though. It was made from the ground up in game maker. That's why the lighting engine is different. You'll notice other things as well such as ledges no longer having a "pulling" effect when you get close. instead you just drop immediately.
I'm wondering what is "randomly different" between each run? I know the drops are different, but, are the room layouts different? Are the bommable walls different? Secret rooms in different locations? Obstical layouts?
Basically all of those, yep. Each room shape has a bunch of potential exits / secret exits, plus every floor has its own hazards and enemies. Some walls aren't bombable, there's just intangible walls you can walk through.
I tried the Dualsense at first out of reflex, then I realized I have a SNES mini controller with usb adapter. Now it's like the Nintendo gods intended. Or Nintended?
Fun Fact in order to move blocks you HAVE to kill ALL enemies. FUN FACT II: Step on compas/map to study the floor never need to drop nothing waste time. FUN FACT III: Behind bookshelf and waterfall has hidden rupies. FUN FACT IV: Hookshot is usually 260+ rupies you had a good deal. FUN FACT V: @49:19 see that bones on right, with the obvious pillars? thats a bombable wall spot. Bonus fun fact V.I ANY hard core zelda fan would have noticed that spot. @49:49 WRONG WELL!!!!! you lost the possible master sword or lv 3 inventory spot. FUN FACTVI: @1:23:27 you were at a bomb spot you ran out. FUN FACTVII: @1:24:00 theres a bombable wall there on that wall too. FUN FACT VIII: Floor 12 ALWAYS FULL FLOOR if theres blank spots, then theyer gaurenteed secrets. FUN FACT IX Whgen going to aganam, the pendant would have been useless anyways. The last FUN FACT X: Toss bombs back at aganam.
There’s no greater feeling than completing the village quest, having 800 rupees and buying everything you need, and then dying in the next dungeon.
I end up blowing it all playing video poker.
@@DoUbLeH9 approved top tier strategy
Or defeat Agahnim with 1 heart left
FYI He didn't quite complete every village quest. There's a secret cave in the bottom right of the desert if you triangulate 😉 I'm still trying to find the contact(if it's possible) and sprinkling the magic powder everywhere to try and find something.
Happened to me a few days ago, so bummed! I love this game.
Here I expected to use all that stacked gear I had hard earned, and then he takes away your picnic basket so no heals
Here's a thought... if you want to "skill check" the players by stripping everything away, make the boss battle be all about getting your stuff back. Make it gradual. Maybe tone down the bombs/spike layout in the early part of the fight. Every time you hit Agahnim, you get something back. Make the first thing be the sword so you can fight kind of normally again, then randomize what returns after that. The player then feels accomplished for surviving such a wringer and also gets the satisfaction of the roguelike experience--using all the stuff earned along the way.
It had nothing to do with a "skill check." The creator said it was the easiest to program and it is that simple.
@@havingfun-u4g While logical for the creator, it makes for a lousy finish.
I actually like it because that design decision means that you should never hoard any item and you should actively be using them. In most roguelikes items can just sit with you until you die because you never quite have the right situation to feel like using it is worth the cost but knowing that you wont have anything means that worry doesn't exist. I think it is a great decision for a random game, the run is unique but the last fight is always the same challenge.
I have a recommendation to make the final fight actually exciting and a bigger payoff. Keep the item theft but slow the boss down a tad, make him drop a random upgrade you've earned over the playthrough until you slowly get back all your power. I realize this would probably be harder to code/finish, but it would tremendously help with user reception. He can drop one item after every teleport or just like every spell rotation or just over time. Maybe add a speedrunner mode or hard mode where the original boss is so you can also keep the original idea.
Heart containers are the only thing worth getting for the final boss
In response to Ryu's questions about bombable walls:
-No, they are NOT shown with the compass, nor are they always represented with cracks on the walls. Sometimes it's not even bombable, but just a wall you can walk through!
-When trying to predict what walls are suspicious, pay attention to the map. The doors will line up with the map grid, and will always be on the edge of the grid (particularly for rooms that aren't perfect squares).
I'd say it's more having the secret pendant which will then tell you there is a secret door in that room, you then have to figure out which wall and if it is a fake wall you can walk through or a bombable one
It really doesnt matter trying to find that stuff, just make it to the end as fast as possible
@@southernrock20 better to try and stack as many heart containers as possible but if your able to out manouver the last boss with the least amount of hearts then that works too
Everyone's reaction to this hack is the same. They're enjoying it, they're struggling through the floors, they're trying to collect as much as they can, and worrying if they're strong enough for the end. Then they get to the end boss, get confused, die, and lose interest
it was made to be frustrating and I find that hotter than a pair of boobies
well yeah, having the last 2 hours be wasted essentially is pretty feelsbadman.
It isn't a hack.
It doesn't matter if you win or lose to Aganhim. He already ends the run when you get to him because he takes away everything. The only thing that matters are heart container pick-ups.
It's a shame too because it's such a good fangame. It has everything I wanted from a Zelda roguelike and it's ultimately ruined by the final boss.
Played this all the way to the boss, felt like my time was intensely disrespected as the rules of the game are thrown out the window for the final encounter and it's not something you can just get back to easily enough. Congrats to those who played this to it's conclusion and won, but i deleted the game.
Yeah..since Ryu is mainly a Mario player, imagine right before the start of the last bossfight in a Mario game, Bowser magically takes away every hard-earned power-ups and one-ups Mario has collected during the game until that point, so you can only fight Bowser as small Mario while Bowser is throwing a lot of fire and bombs around, and if you die just once, you have to replay the whole game again... the majority of the players would rage-quit and never bother to play it ever again lol
Imagine that you play a game for free and then complain about your time being disrespected. lol
@@havingfun-u4g Your time STILL is wasted You just didnt waste money?
Nice logic there dude omg someone complaining about wasting time better type in money problem because that sure is related huh
@@Megaman-2407Crying like little clowns. It's a free game, this ain't serious. 🤡
@@HiyaCoffee Free game doesnt mean you cant say that it bad? Imagine if someone give you a free box and all you end up with is shit would you also be "Thankful" for that? Everyone has the right to criticize something no matter the price
Everyone: collecting all items the best armor the best sword the best shield
Agahnim: give me your money noob
The way the final boss plays out really doesn't make sense for a roguelike. The point is, you survive with the items that you can get, and then when you get to the end you're able to use whatever crazy build you have against the final boss to fight against it, whether it's good or bad. Plus, the fact that you can't even fight the final boss with your weapon is just plain asinine. The fact that he can only be damaged using bombs that shows not only a lack of understanding of the roguelike genre but also Zelda as a whole. What a waste of time. I'll pick it back up when the dev patches it and makes a boss that's not... This.
It's a shockingly dumb design choice, for what is otherwise one of the better made fan games I've seen.
Definitely a design oversight I think. A simple code fix would to place bombs for pickup before him or even make him damage-able to sword or bow or whatever.
Just anything that a randomized roguelike would 100% give you during a run
my best justification of it is that it means the game is secretly all about speedrunning. everything you get during the run is just to get you to the end, and the fetch quests and stuff are just there for when you're still learning the ropes so that's why they take a bunch of extra time. later on you just gotta rush to pick up stuff like the master key and switch pearl thing and then skip everything you possibly can.
if it were clear upfront about this I think people would be a lot less interested in it, so it ends up feeling like a bait and switch
Well, there's a few things off with this game no doubt. The gore makes no sense. I dunno why fangame makers tend to be obsessed with adding gore that the original creator would never have added, despite paying tribute to the original aesthetics in every way. It's the same for Streets of Rage Remake. Gore is turned on by default and you literally cut people in half while the original SoR games only had a little blood splatter here & there. Not like I can't handle gore, but... I fail to see the point of adding it when supposedly trying to deliver a somewhat authentic experience.
If you haven't heard already. The creator made a statement. I heard it on one of Grandpoobear's videos.
The guy made it by himself for 4 years and was burnt out after creating it, he was the last thing to add after coding, what happens at the beginning of that boss fight made it easier to create and code. He created that boss and just wanted done with the project, not thinking it would get the recognition it has got to this day.
The popularity it got prompted him to work more on it now and provide updates. He was also going for some shock value towards the end. A twist of sorts that the player wouldn't see coming and to be honest I think it's worth it just to see the reactions of all these steamers when they get to the end
Don't worry Ryu, we all got Agah'd 😂
I downloaded this the other day and managed to get to the Agahnim fight after three attempts. I was stacked with Gold Armor, Gold Shield, Gold Sword, and plenty of other goodies. I was pissed when he just took it all and killed me when I had no idea what was going on. Stealing all the stuff that you worked for ruined the game for me. Even though I know how to beat him now, I really have no interest in replaying.
Actually, beating him means you are skilled and not overequipped. That's a skill check which you could hate or love and that's fair both ways
@@Giordie_ In a genre built on randomly building a loadout and overcoming the odds with or in spite of what you're given... invalidating all of that for the final encounter is just bad design.
There are plenty of ways you could have imposed a skill check without taking everything from you, and forcing you to reevaluate your entire playstyle on a split-second notice.
Spoiler alert🙄
@@Okada_Caelun It actually puts everyone on the same level. Roguelikes will often give you terrible RNG and most of the time you're probably getting to the final boss with a crappy build. Maybe you didn't get the max level sword and armor, didn't get extra healing items, whatever. Aga wipes it all clean so you're left with just your skill and however many hearts you managed to come in with. It's the great equalizer.
@@_B_E If you're not willing to roll those dice, then why play a Roguelike?
If ryu checks this, if you ever see the developer in the prison then talk to him 3 times. He gives you 60 rupees.
The developer should be in prison for how that final fight goes.
@@MewtwoStruckBack I haven’t made it to that part in the video and in the game.
Mr. Sparks (the energy thing blocking the final door) is the new Marauder Shields, trying to protect you from a bad boss fight.
I get what they were going for with the boss fight, but it totally negates the rogue like aspect of the game. What's the point of grinding and finding all the good items if they're taken away at the end? Maybe one phase of the fight could be taking away all your items, then as you throw bombs it makes the boss drop your items so you can defeat him would be a better fight
pro tip... always prioritize inventory bags, when u run out of inventory is very costly later on
I'm obsessed with watching ryu play this game.
There are so many borderline useless mechanics in this game. Even if the gems were somehow super worthwhile The lack of inventory punishes people who want to explore that system. Same with the two half coins. You'd basically have to read a wiki article to find out if a gem or half coins are even good. But even if they are worthwhile having coins or gems drop when there's no guaranteed place to use them AND they take up 1 of 5 inventory slots with the guaranteed downside of less inventory to the player. Maybe if the gems and half coins gave a little buff it wouldn't feel so bad when you never find a place to use them.
I want to see Ryukhar do an Enter the Gungeon playthrough.
Wow, can't believe the dev decided to completely set this project on fire at the final boss. Was an amazing game and experience up to that point. I'm shocked that's the choice he landed on.
That design choice shows a complete lack of understanding in the point of a roguelike, and even the point of a zelda game. I hope he patches it. I wanted to play it but after seeing that, what's the point?
Yup, totally agree. Glad I saw this before downloading the game and wasting my time on it.
Its a super downer and extremely frustrating when you go against him on the first run and lose in seconds. After 5 tries fighting him (and few more deaths between the 7th - 12 floor) i had finally got his attack pattern down and my dodge mechanics down to be able to throw those bombs with enough time before it exploded in my face to beat him. Just takes alot of cooling down after a hard loss and lots and lots of patience to get all the way to the end.
I made it to the final boss. I don't know what to think about that experience.
That’s exactly how my god run ended.. and I was very upset about it. Havnt played the game again since.
In the first town, you missed a chest near the entrance gate, a chest in one of the houses, a hidden area behind a waterfall, and a bombable wall in the desert area south of the old man. In the dwarven town, there was 1 more hidden area, but it's in the area that leads to all those chests and it'll be difficult to find if you don't have a lot of bombs. You'll need an extra 3 or 4 bombs if you already know where the bombable walls are. Probably not worth it if you don't already know where to bomb.
You're kind of wasting 2 inventory slots with the bow/arrows.
49:37 Ryu discards the wishing stone in Zora's puddle
😢😢😢
Been watching since 2015 or 17 btw.
Love you man, my favorite TH-camr person
Ryu, the way I know where the secret rooms are is by looking at the mini-map to be sure a secret room can be there, and the entrance is in the middle of the adjacent room.
One important thing: It can have MULTIPLE secret rooms, I already found 2 on one single floor.
I just liked blue and yellow.
Lmao dude that was classic, have fun being triple teamed in the next warcraft run. Worth it.
Ended up not mattering, but potentially made his run slightly more spicy.
@@Nemesis_Zer0 I'll gladly bear this cross. 😎
@@khgameplayer It mattered to me, vengeance is all I need.
Yeah... Losing your items isn't great game design. An unfulfilling boss fight in a game that's all about acquiring the best gear.
It would be fine if you got them back in phase 2 of the fight, or something. Like how you temporarily lose the master sword against Ganon in OoT.
Dude my heart sank as you threw the wishing Stone into the wrong body of water. I was literally like nooooo. 🤣
This may have been recorded before it came out, but be sure to get the new version if you're going to play it again (Hope you do). The new version features a frog character at the base of a tree in the starting area that gives tips. From what I understand, one of the changes was an increase in drops and treasures.
I thought it was bullshit too... 99% of the time, the blocks don't do shit. There was one time so far, it worked and I got a treasure chest.
I heard about it from the Discord, and a lot of people saying similar things about it, but this was the first time seeing it. A lot of the things mentioned in this video came up in the suggestions area, it really summed a lot of it up. It's like, what is the game about, and what do you do in it? It negates what most of the game is seemingly about. The arguments about how "well you'd lose the items after the boss anyways cause the run would be over" just make less sense the more it floats through my head.
How about people stop being so entitled and actually thank someone for their work? It isn't like this is a product you or anyone paid for. Kinda funny how people are acting like karens about a game that one person made and put out for free, and their major issue happened after having hours of fun.
People crying like clowns about a free game. Couldn't make this shit up. 🤡
@@HiyaCoffee No thanks for the trolling
Everyone one is aware of the chickens giving eggs right? Pick them up toss and they might drop an egg. Which stack in one slot and heal you. Also a chance at a gold egg.
46:51 after Ryu kept complaining how dark everything is, he skips I the oil lamp once again😮
Losing your items at the end really does make this game seem pointless.
The game minus the ending is great, the ending is stupid, terrible game design. It's like watching someone make a giant ice cream sundae, letting you choose all sorts of awesome toppings, then they top it off with a literal steaming piece of 💩.
I fuckin feel. I was in the live and most of the time I was like 😀 then that final 7 minutes had me going 😦😦. Fuckin wild
Yeah it's very amateurish and stupid. It's like the dev is punishing people for playing their game.
The kind of thing that makes me leave a game and never return.
Waaaaa
@@DanoLefourbe As far as I'm aware it's because the creator was burnt out and it was simpler to not have to balance a boss around items the player may or may not have after getting there. He was burnt out and just wanted to be done with it. Wasn't expecting the popularity it gained after release.
@@DanoLefourbe "Never return" why are you acting like a karen when the game was for free? lol
if you open the game manual and scroll all the way to the bottom it has all the possible gem combinations.
Watching you play this for 2 hours after streaming Super Mario RPG for almost 8 hours is a day off well spent :)
Nobody cares but seeing Ryu in the classic BBC Ice Cream tee hit me right in the 2006 nostalgia feels, respect.
I think it's kinda lame too that you loose all your items for that fight. I'd be fine if you lost your items initially and then he threw you back a couple items or something each phase.
Don't forget, you can smash pots with your sword instead of picking them up. It's way faster.
49:48 oooooooooooof, first time I've seen this happen lmao. when you skip prompts, nice.
Him walking past the cracked wall like 5 times at the beginning was infuriating
The amazing moment when Ryu says "Wait, WHAT!?"
Lmfao the ending is hilarious. Just great seeing his reaction when he realizes how screwed he is.
Looks like you just need to buy the gear that makes the floors easier.
If the enemies are still set to take damage the same way as ALttP, Mimics, Armos Knights, and a few other enemies are weak to arrows.
Landmolas is weak to silver arrows, fire and ice rod.
Seems like a case of just using the right tool for the job at hand.
Watching you skip so many enemies, and not looking for secrets was very stressful!
IMHO ryu you should include a link in the description to the "previous video" whenever there is one. Sometimes it's not obvious which one it is.
i love ryukahr!!!!! Your editing and (cussing, BTW I & others love it) Seriously your editing on the MM2 ventures are so good. And keep swearing i really laugh my butt off when you say the F word hahhahahaha
Only thing that would make this game perfect is if it had the floor room where the tiles start floating and attacking you
‘Trap’ room had two wall cracks that are bombable
On the discord he is saying the inventory will change for things like swords and armor not taking a slot.
I don't understand why it wasn't like that in the first place. Swords, shields, armor and ammo should not have taken up a skill slot at all. I'm surprised magic and hearts didn't take up slots.
I have started work on something. New to programming but not ideas. And I don't think this has been done before. But a Mario rogue like. This game inspired that for me
So a platforming roguelike? Sounds original but that might be for a reason. Sometimes ideas sound good on paper but when you actually play them they aren't very fun. Doesn't mean you couldn't make it fun but the idea to me sounds like Metroid but with Mario weapons.
Or you know, just make your own damn game and stop using Nintendo's IP when they don't want you to?
@@Nemesis_Zer0yeah, seems like a castlevania/metroid type game with Mario theming. Side scrolling platformers with inventory builds that play off rpg aspects are not necessarily a new thing. I actually had a project myself in very early development when i was learning to program a few years back using the same archetype genre, though i didnt even consider metroid/castlevania when i started/was working on my past project. Definitely helped me understand a wide variety of concepts in terms of development.
If you have any intention to make money off it delete this comment and use OCs with Mario inspired platforming mechanics.
If it’s just for fun what Mario are you basing it off of- OG, SMB3, or SMW?
Making randomized mario levels that are actually good is a difficult design problem, not to mention implementation if you're new with coding. See 20XX/30XX to see how generic and repetitive the levels can feel compared to handmade ones (and those games were competently made). Mario has less tools to play around with, too, and it might be harder to have sections expecting powerups. (Although you could have it generate a section for a powerup in tandem with the powerup before it, but still it's hard to imagine it playing well.) I think if you're going to try, you should make sure you have a solution/answer for this, before putting a lot of time and energy into it.
This little rogue like is so good. I've been playing it in little burst for the last several weeks. Some runs are super tough. I've resorted to using the extra heart boost at the start to enjoy my runs a bit more. I usually die at the first boss encounter in the prison level 3. I guess I need to GET GUD lol
I didn’t know about that treasure map, I skipped some of the rooms by shooting myself across the gap with a bomb.
Really enjoyed this play through. The ending was a DGR moment. I couldnt help but laugh at the absurdity.
OG Link to the Past also has some cracks that are just cosmetic and you can't break. There you can test them with a sword sound but unfortunately that mechanic isn't in this game
Been waiting on this! Thank you!
A hero for $60? D*mn, inflation killin everywhere lol.
Never cussed once. Not going to start now. (Immediately cusses)
Me: atleast he finished his sentence.
That ending was nuts.
That Aghanim was brutal .... :D
The dev said that he made Aghanim the way he is due to stress and burnout, man... such a shame of what it could have been the greatest Zelda fanmade
Horrible design to have the last boss take your items imo, feels pointless
Roguelikes are supposed to be punishing, also the dev released a statement saying it was easier to code that way, but in the future might rework the final boss
@@YouLoseSir they're supposed to be punishing, but I've never, ever played a roguelike where the final boss strips you with all of your items for no reason other than to be a middle finger ( with the exception of enter the gungeon, but that's done because at the end of each of the runs characters are sent back in time in order to fix mistakes from their past, during which they are the same person as they were when said mistake happened, and the player uses their current knowledge to alter the past. You also only have to do that once.)
@@LaurentIpsum again, the dev released a statement regarding the final boss, plus he's one dude who created this in his free time. I'd rather encounter something totally unique in a game like this for the final boss, than a rehash of another game's ideas
@@YouLoseSir You're missing the point. Taking your items in a roguelike completely defeats the entire point of a roguelike. Or even a zelda game.
It's a objectively bad boss. Like laughably bad. Which is a shame given the quality of the rest of the game. I hope he fixes it.
@@YouLoseSir And that makes it shit.
LOL, this is the problem with single developer, that design choice at the end is just blatantly bad and does not respect the player time that is put into the game. If there's at least one more developer they might tell them that it's a shit idea. Of course if there's 2 phase for the boss and on the 1st or 2nd phase you only get to throw bomb that is fine. Or if there's a secret item or quest that can cancel aghanim ability that is also fine. But if there's none of this then this is a major design flaw.
I hope you make this a regular series,
Use the bow on the bouncing spider guys with 1 eye. It really helps
The music in this game is incredible
You asked why they put cracks in the walls if you can't bomb those spots. In Link to the past the original it was the same thing they were to throw you off.
I get why some people don't love the last boss, but when people get to the point of speedrunning I think it will work out well.
Poor Ryu....Agahnim straight-up HANDLED him....
I like the way Ryu plays this, fast and loose 😂
Ryu's 2 favorite things
23:50
I'd love to see Ryu start speed running this game. If possible?
Now I am become Death, the destroyer of worlds.... that is rough.
Love watching you play this. What a great game.
Thank God, been starved for this amazing LTTP content
Ryu, why did you play an old version of this? There have been several updates. Game is on 1.12. I knew you were on an old version as you still had the 9 slot Gem Bag. Which was changed to a "Treasure Bag" with 6 slots and holds both gems and Kinstones. That was in 1.0.9.
u should really always start with the bonus 100 rupees
theres also money above the top bookshelf in the library in town
and u can pickup chickens for HP eggs and a golden egg that fills all hp plus gives 200 rupees
the wishing well item was suuuuuper good too that sucks u threw it in the wrong pond
I didn’t realize they have Frog from Chrono Trigger!!! Omg next play through lets go
That's not Frog from Chrono Trigger. That's just the from model they use for the lost black smith brother, when he's a frog Dark World.
@@DlCKWALLACE it’s frog from Chrono trigger for me and it makes me happy. I hope Justin and his team can add sprite cloud, Chrono, Sephiroth, and Zelda.
Honorable mention to Talon, Marin and Tarin.
I wish you would upload this one to rumble as well
I put this on my ROG and love playing it. I didn't make it to past the weird underground worms boss sadly cause I forgot it shoots rocks when they come up
FYI the bombs are very effective against the armos knights
The developer told Grand Poo Bear in a superchat that he was burnt out after years of development by the time he got to developing the final boss and found taking away your items much simpler and still giving a kind of satisfaction.
Honestly if your that burnt out just take a break and finish it whenever. At least you would be doing it right
It's like slapping the plate out of your momma's hands after she made you a steak dinner.
frankly if i saw someone do that to their mom, i'd make them wish their dad was around to save them.
Well to be fair, original Agahnim is a pushover, even his three clone version is easy.
One thing that was bad in ALttP is this sword mechanic that you need to be in diagonal to hit... They kept this =(
40:39 Ryu is the most kind hearted family friendly youtuber there is!
lmao
Chuck this rock in the pond across town. Quest completed.
watching people scramble on this boss is hilarious. “i lost everything what is happening!!!”
if nothing else it makes for good content!
Pretty sure the drops are based on kills without taking damage like vanilla.
The swing mechanics aren't authentic to LTTP, you should be able to reset your swing while swinging, and also the animation should be faster (which would reduce the animation lock). They said a fix is in the works but didn't detail what they're doing.
Only thing I like about this game is watching everyones first time play throughs. I came really close to starting this, but just seems like its such a waste.
So I'm pretty sure if you hold your sword and poke a wall, bombable walls sound slightly different
Depends on the patch version, it didn't have it but I think the idea was it was going to be added. Not sure if it has been.
@@Aeroxima should be. I mean that was in link to the past, right?
@@kanyeweast3255 It's not a romhack though, and not everything is implemented exactly the same. It was recommended and planned to be put in it sounded like, but I don't know if it got done yet
@@kanyeweast3255 This isn't a rom hack though. It was made from the ground up in game maker. That's why the lighting engine is different. You'll notice other things as well such as ledges no longer having a "pulling" effect when you get close. instead you just drop immediately.
I'm wondering what is "randomly different" between each run? I know the drops are different, but, are the room layouts different? Are the bommable walls different? Secret rooms in different locations? Obstical layouts?
Basically all of those, yep. Each room shape has a bunch of potential exits / secret exits, plus every floor has its own hazards and enemies. Some walls aren't bombable, there's just intangible walls you can walk through.
I tried the Dualsense at first out of reflex, then I realized I have a SNES mini controller with usb adapter. Now it's like the Nintendo gods intended. Or Nintended?
Alright so, the only thing in the WHOLE game that even matters, is heart containers. Got it! XD
I got Agh'd too lmao.
That NPC in prison wanted lon lon juice
Fun Fact in order to move blocks you HAVE to kill ALL enemies. FUN FACT II: Step on compas/map to study the floor never need to drop nothing waste time. FUN FACT III: Behind bookshelf and waterfall has hidden rupies. FUN FACT IV: Hookshot is usually 260+ rupies you had a good deal. FUN FACT V: @49:19 see that bones on right, with the obvious pillars? thats a bombable wall spot. Bonus fun fact V.I ANY hard core zelda fan would have noticed that spot. @49:49 WRONG WELL!!!!! you lost the possible master sword or lv 3 inventory spot. FUN FACTVI: @1:23:27 you were at a bomb spot you ran out. FUN FACTVII: @1:24:00 theres a bombable wall there on that wall too. FUN FACT VIII: Floor 12 ALWAYS FULL FLOOR if theres blank spots, then theyer gaurenteed secrets. FUN FACT IX Whgen going to aganam, the pendant would have been useless anyways. The last FUN FACT X: Toss bombs back at aganam.