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>> No.10838668 [SPOILER]  [View]
File: 1.03 MB, 4096x2816, loz_dungeons.gif [View same] [iqdb] [saucenao] [google]
10838668

me too

>> No.10372942 [View]
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10372942

>>10372321
Very likely. 7 is easy, enemy-wise, but a longer maze. 8 has difficult enemies also, but it's Darknut instead of Wizrobe and some people find it easier. Could have been either one of those.

>> No.7989045 [View]
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7989045

>>7988538
Tastelet thinks quantity is quality and thinks procedural generation can replace hand-crafted dungeons.

>> No.7953980 [View]
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7953980

>>7939919
>ports
yeah, when you take a game designed with fewer constraints and then apply the constraints, you get shit.
The point is that when you design with the constraints in mind you can wind up with greatness.

There's an intuitive elegance to old grid-based games, for example. In Legend of Zelda, there's only ever 5 ways into or out of a room (north, south, east, west, or stairs/warp). It will never take more than 4 bombs to test every wall in a room (and there are only a few rooms in the game that don't already have doors in one or two walls).

Modern developers often find themselves searching for good constraints to give themselves in order to produce something original and compelling.

>> No.5616908 [View]
File: 1.03 MB, 4096x2816, loz_dungeons.gif [View same] [iqdb] [saucenao] [google]
5616908

>>5616646
best zelda game by far

>> No.5502994 [View]
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5502994

>>5502912

>> No.2175451 [View]
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2175451

Zelda 1 and Link to the Past give you enough freedom to do almost all of the dungeons out of order.

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