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Link's Awakening DX HD

PC Version of The Legend of Zelda: Link's Awakening DX · By linksawakeningdxhd

Bugs

A topic by davehx created Dec 13, 2023 Views: 7,821 Replies: 47
Viewing posts 21 to 22 of 22 · Previous page · First page

There is a bomb wall in Turtle Rock that when you attempt to blow it up the game crashes.  It is the one in the candle snake room.


That is strange in the version I have, you can't even break that wall, in the map editor is just a hitbox wall. The error you show seems like the bomb was not properly initialized and you wanted to use the Explode function

Hmm... Do bomb arrows not fully initialize the bombs in certain cercumstances?  That could be it then.

(3 edits)

Not really "bugs" but I noticed some differences/issues with the game engine compared to GB:

- Enemy animations are too fast, making the game subtly but noticeably harder. Zols for example pop out of the ground before you can really react to them and sword-wielding enemies are much harder to fence with.

- You can't swing your sword while you have your shield up. The original let you keep the button held down and would automatically resume shield as soon as the sword animation finished.

- Holding your sword out blocks arrows now. The original made you time your swing.

- There's an added cooldown on sword swings. The original let you spam the button, making bosses and flying floor tiles  much easier to deal with.

- L2 sword has annoying knockback similar to piece of power. The original was a simple damage increase with all other behavior the same as L1.

- The extended grass cutting hitbox is nice for farming rupees but can be abused in a few areas.

- Throwing stones cuts grass for some reason. A non-issue as far as I can see but thought I'd bring attention to it anyway.

Lastly I know the whole gimmick of this project is zooming out the map but it really does break the game by invalidating dungeon maps and spoiling exploration. It is fun to fool around with on a game I've played to death, but it's hard to recommend as a first playthrough to newcomers. I think it would make for a better experience if map squares were darkened until the first time you visit them: it would remove spoilers and also make it super satisfying to fill more of the map. The game already does this with a few (but not all) of the secret bombable walls; extend that to the whole game and fix the other issues in this thread and I think this would be an excellent remake.

yeah, it looks like the dev flip flopped the hit properties of the red armor and the L2 sword.

Viewing posts 21 to 22 of 22 · Previous page · First page