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Horn of Balance

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Martijn dh:

Oh no! Your sweet and caring grandmama has been kidnapped by the villain "Heimgartner"!
It falls upon your shoulders, as the young and excitable golem "Linden", to bravely explore a labyrinthian tomb in exchange for her safety!

How can a golem have a grandmother?
Who is this villain doing such a terrible thing?
Why is there a quirky floating skull following you around everywhere?

All will be explained in the full game, coming in the future. This is a pre-Kickstarter demo that contains one of the early-game dungeons, in order to give a taste of what it's all about: vast non-linear level design in a classic Zelda-like style. Play this if you're looking for a sense of discovery, love the classic 2D Zelda games, or want a game that's not afraid to also challenge your spacial awareness a little.

Download (on


* One full non-linear dungeon, good for roughly 1+ hour of gameplay
* Several secret chests for added challenge and special items
* A solid gameplay engine that feels just like the games of old
* Modern conveniences like auto-saving, controller support and button remapping
* A lot of love and passion put into the hero animations

[How to play]
Just unzip the game somewhere to start playing.
You can review the controls and settings from the starting menu, or by pressing ESC to bring up the in-game options.

[Content creators]
The following link provides several title pages for your convenience.
There is also a whole set of free to use emotes in case you feel like adding some extra streaming flavour.
Press kit (via Google drive)

Kickstarter -
Free demo (on Itch) -
Trailer -

Discord -
Mastodon -
Twitter/X -

  The old fangaming days 

Given the site we are on I've decided to leave up the last Zelda fangame demo I made.

Demo version: 0.25.11
File Size: 25,61 MB (Zipped)
Download (Mediafire):

Creator notes:
- This demo included 2 overworlds, 5 dungeons (+intro cave) and many more smaller locations.
- Shortcuts exist to access late game additions without playing through the whole game again. Calling a new file "boss1", "boss2" or "cape" will start you out at (or with) that specific content.
- While still far from complete, you CAN reach all the way until the credits screen.

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
R - Use item A
F - Use item B
Space - Brings up item menu
Enter - Brings up map menu
Escape - Pauses the game (can be used to exit the game)

* The controls can be personalized in the options menu at the start of the game.
* Native gamepad controls can be enabled in the options menu as well.

Back to the top

That name select background at the bottom is actually the file select background. ;)

Martijn dh:
Correct. The file selection screen, name selection screen and options screen have been done in a single room with one background. That way the view can move smoothly between them without interruption.

Maybe I should have mentioned this before, but this won't be a remake. Just (much like the other games on this forum) heavily based on an existing Zelda game. For instance I'm going to be working with subbosses. And I'll definitely get creative with the dungeon theme/mechanics and dungeon items.

It looks nice, but the transition between rooms could be done faster. At those moment the music hampers, like a recordplayer gets stuck on one track. I also noticed, Link being able to walk under the roots of the trees. But is this really version 0.7.2, because the content feels more like 0.2.2, but then again that is just me.

Oh yeah before I forget. The sound effect for walking on stairs sounds really weird. But keep up the good work and I look forward to see you finish the dungeon.

Martijn dh:
Thanks for the reply.

Somebody made the same remark on the transitions on a different forum and I'm glad you did the same. It means my work to fix it is meaningfull. I'm guessing the problem occurs only on some computers. Would you mind me sending you a link to a newer demo in a couple of days? To check if my solution works on your end.

The roots of the trees are a result of my laziness with the outside area. The outside area will be completely redone when the dungeon is finished, so I didn't put a lot of time in it. I've already moved the movement borders in the next demo.

Please don't get hung up on the numbers. It's my second attempt at a first game so in the beginning a lot of stuff has been redone as I learned more. Also, when I finish the first dungeon I'll consider that version 1, since that's my immediate goal for now. That may not be accurate for the whole, but that's something for later.

Could you give me a little bit more information about the music with the stairs? I'm guessing you don't mean the stairs in between the rooms. Did it sound out of sync? Was the sound incorrect? Or was it maybe something else?


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