Leet wrote:oh man, it's time for some grand Zelda Classic gameplay featuring: just put a bunch of tough enemies in a room. It's Gameplay
there's a reason that zelda became less combat-focused over time... this dungeon could have been so much better if not every room was a panic factory :/
If there's one thing I'll give Origin credit for, it's that the enemy placement in Level 6 might actually be less
spammy than the original Zelda first quest's Level 6. Origin's oddly hard-to-avoid traps (I agree with Iso, I can't see how to dodge some of them at all) and the spirit world's invincible Ghinis are not what I'd call pleasant...
And one thing Origin does
like spamming is Bubbles, which for some reason I have absurd amounts of trouble recognizing and dealing with in this game (especially annoying since they're usually paired with Like-Likes, Wizzrobes, or... *shudders at Bubble-enemy combo I don't think Iso's seen yet*). But in terms of shredding your health, there's not much that can beat those Blue Wizzrobes, and Origin kindly restricted those to just two or three rooms (and in the room before the boss, you're not required to fight them).
Like-Likes + Wizzrobes has never
been a combination that I liked, though, and Level 6 does
spam dark rooms more than I'd like (especially with all the spikes around). In fact, I'd say that in general this game feels hard in ways that I don't necessarily agree with. And on that note, I think maybe the real culprit in the magic shortage problem (aside from low magic drop rates) is the Boots. Sure, it's silly that the Blue Candle uses magic, but a single small
magic drop will last you maybe four or five Candle uses. The Lens of Truth and the Magic Wand are a little more costly, but if you save them for puzzle-solving, they won't eat through your magic meter like getting pushed onto spikes during the item fanfare will (yeah, that happened to me with that key too). And the Boots don't have to use magic!
You have to enable a specific quest rule to make them do that, so unless there's some preset quest configuration that has it enabled, the decision was deliberate.
Oh, and there's one more thing Iso was wondering about: If you kill all of the enemies in a room, they'll all respawn after you've gone in a certain number of other rooms or left the dungeon completely. But
if you make a Zol or Vire split by hitting them with a weak attack, even if you kill the Gels or Keese that they split into, the Zol/Vire doesn't count as "killed." So if you split one Vire, then kill everything in the room, only one enemy will spawn when you return.