Legend of Zoom by pkenney
Strap a sword on your car, and go see familiar dungeons in a whole new way!


I guess I like player controls that need a lot of fiddling to get right. Halfway through I realized the game felt a lot more intuitive if I just held down the gas for you. It was very confusing to drive in reverse upside down dodging attacks.
This one was a lot of scope and I wish I had time for another pass on the sound, but I just couldn't resist adding the second boss fight instead.
I had fun with this one, and I hope you do too.
| HTML5 (web) | https://savagehill.itch.io/legend-of-zoom |
| Source code | http://ricefrog.com/LD41/LegendOfZoom-Source.zip |
| Windows | https://savagehill.itch.io/legend-of-zoom |
| Original URL | https://ldjam.com/events/ludum-dare/41/legend-of-zoom |
Ratings
| Overall | 63th | 3.926⭐ | 49🧑⚖️ |
| Fun | 35th | 4⭐ | 50🧑⚖️ |
| Innovation | 70th | 3.936⭐ | 49🧑⚖️ |
| Theme | 40th | 4.298⭐ | 49🧑⚖️ |
| Graphics | 237th | 3.51⭐ | 50🧑⚖️ |
| Audio | 371th | 2.744⭐ | 43🧑⚖️ |
| Humor | 80th | 3.631⭐ | 44🧑⚖️ |
| Mood | 171th | 3.411⭐ | 47🧑⚖️ |
| Given | 43🗳️ | 61🗨️ |
Hilarious concept, and I love the title! I like how the car looks like Link.
But in all seriousness, this is a fantastic game in every aspect. Can't really add anything that hasn't already been said. Great job!
Would rate you top marks for sure, but we didn't get a game in this time :(. Keep up the awesome work!
This could easily be a really fun mobile game with the left and right turns being controlled by pressing in the lower corners of the screen! You should add the ability to place bombs as you travel around.
Very nicely done! The re-imagining of the classic Zelda sprites was great. I like how you stuck with the old color palette.
@PeachTreeOath, sounds like you really got into the nuances, I love it! I use that same approach you're describing vs the skeletons, love how you described it. Thanks for diving deep.
@MagmaFortress I didn't realize you did LD as well as 7DRL! I don't know if you recall, but my first LD entry (for "you only get one") was inspired by the moment in Hoplite where I'd thrown my spear and needed to go pick it back up. I emailed you about it and you tried my little hammer-tossing game. That was my first LD, this is my twelfth.
Regarding the difficulty - I agree this one is on the tough side. Normally I back it off a bit more for LD so that all comers can enjoy the entry. But there was something about this one... maybe the memory of NES Zelda kicking my young tail with a room full of those knights. Back in those basement days I call still recall getting the raft with the wooden sword, when I was supposed to have already found the upgrade before facing all those knights! Epic battle. I indulged in a little extra difficulty this time, and I hope it didn't exclude anybody too much. If you saw the 4-headed boss, you saw all the fight rooms.
If you want to force things, there's a secret feature: You can hit spacebar at any time to restart, not just when you die. Since the boss fights send you back one room, sometimes it can be more efficient to just reset if you take a few hits early in the pre-boss room. (Yes I tested and you cannot get infinite heart containers this way... anymore).
@minibobbo didn't have any trouble though, wow! Nice driving skills. The "nubs" on the car were intended to hold extra gear, so I imagined dropping a candle-flame, or bombs, or shooting arrows or a boomerrage from that other hand. Though @niterich kind of blew my mind, he's totally right that Link is lefty!! How did I never notice?
@Logicon211 thanks for swinging by even though you didn't get a chance to participate this time. Looking forward to seeing what's next with Killbane and his Nuclear Arms.
Thanks again, all!
I think it would have felt more fleshed-out if it had just slightly more Zelda mechanics. It's a little disappointing that enemies never drop anything. Maybe add keys, arrows, or bombs. A small overworld area or a few branching dungeon rooms could have been cool. Maybe even some block-pushing or wall-bombing puzzles. Or alternatively, you could add a few more racing mechanics like timers, checkpoints, boost, fuel, drifting, etc. Of course the scope is very limited by the jam timeframe, but I think the game feels a little sparse and just 1 extra mechanic to keep track of would really make it sparkle.
I really enjoyed playing it, and would love to see the concept expanded upon.
Music is kind of the next big mountain to climb. And it's one I've always struggled with. I can even play guitar, but I have sort of a negative-talented ear, and I don't hear and retain and repeat melodies the way most humans seem to be able to. Whenever I dive into trying to compose music, it becomes a giant timesink that produces a poor result. But I hope to someday find the right strategy to *get started with something*: maybe arpeggios or ambiance or something.
Because I totally agree with you that this game could use some music.
(Of course I have been producing for 14 years so perhaps I am not the right person to be advising you on how to get your footing)
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Please, take a look at my game too: https://ldjam.com/events/ludum-dare/41/confessional