Whenever I go through doors leading up and downstairs Link sort of passes through the wall in the between scene. Also, when he goes down staircases, he has the same exact movement as if he's going upstairs so it looks weird.
Also, once the staircase animation is over, shouldn't there be animation of Link walking up/down the stairs to arrive into the room above/below? Here, the light just fades to show him already standing there as if he's always been there.
The same problem occurs when walking from one area to another. Link's just there. It doesn't display him arriving. This is integral to keep up with movements. If Link starts a Spin Attack in one part of the fields, it should carry over if Link goes to a sub-area in the fields.
Whenever Link enters the room where Zelda is, he isn't automatically visible, so I thought it was a cutscene similar to the first time I arrived there when I arrived during the fog. I didn't realize I had to control him and push him in.
In addition, one should be able to keep holding down movement buttons when moving from one area to the next. So far, if I go from one area to another while holding down movement buttons, Link doesn't move. I have to let go and press movement buttons again.
Whenever I try to go between rooms using those doorways, Link's either too big, the door is too small, or something is wonky. The top of his head passes through the side of the door.
Also, I feel like going between rooms should be easier. Maybe more automatic once you get close enough to/in the door, like in Minish cap. Whenever you get close enough to or in a door, usually you automatically go through doorways. Here you have to do it fully manually, and it's difficult sometimes because you expect access through the door to be lower or automatic sort of like when you pass through doorways leading to different floors.
In addition, usually when you're close enough to a doorway of some sort and you push against a wall, doesn't Link sort of automatically slide in the direction of a doorway as you continue to walk into the wall? It'd be pretty close to the doorway- not far -but it felt weird not to auto-drift towards the door when I was right below where I could enter (which felt like the place I should have been able to enter).
If an enemy hits you, then you can be forced into a doorway. You shouldn't be forced through.
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Link's shadow appears on top of the shelf with the Yoshi Egg- or other objects -, even though I'm going to guess his shadow should be hidden by it, unless he's floating... However, this doesn't happen if Link is above another character or above the Darknut statues in dungeon 1.
When Link is walking, his feet don't touch his shadow at all. I feel like the shadow should touch the foot that's on the ground and it should be closer to him, unless we're referencing Peter Pan.
His shadow overlaps onto objects onto the side whenever he walks in their direction.
Whenever Link faces either vertical direction, his shadow is centrally aligned, however, if he faces the left, his shadow very slightly floats to the left as if the light source is coming from the right very slightly. If he looks to the right, he shadow very slightly goes right the same way.
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In the Basement 1 of the first building you start in, you can't get right up next to the books. You can get close to their front, but getting behind or next to them is limited. It seems like you could get closer. Also they take up space. Seems like if they're there they should be interactive, although this is only a demo.
Whenever Link walks above a peg and gets as close as he can above them, it looks almost like he's on top of the peg. The invisible pixel preventing him from passing should be taller. Whenever he walks at them from either side, he also appears over them. The pegs objects should be wider too.
I think that some objects could be a little higher. For example, the china shelf on F1 of the first building seems like it could be higher up, closer to the wall. Otherwise, it seems like there could be a gap Link could walk behind.
Link cannot walk up stairs if he is facing sideways while charging his sword for a spin attack.
Link appears to stand on top of the table in the gear building.
Captured the below in the middle of lifting a pot. The beginning of the lifting animation is present, but the second half doesn't exist. His arms remain down. However, this is only if he is stationary. His arms go up when he walks. Is he balancing stuff on his head? If Link carries a boulder though, his arms are raised when stationary.
The entryway to the Gear Building is a little weird....
I'm going to guess the same about all doors with posts.
Characters that walk around in rooms of buildings seem like they should be restricted to that room and they couldn't leave or get in front of doorways (unless that doorway is supposed to be blocked for story purposes). This could be partially solved by the auto-movement between rooms at the doorways, as I mentioned before.
It seems like Link would walk more slowly whenever he is going up and down a staircase in the field (not between rooms).
After Link cuts the grass, the grass falling animation seems too fast.
Why is there a shadow of Link's sword in front of him when the sword is behind him? It seems like the only time the shadow would appear during that attack is if he was facing the other direction or either side. Also the direction the shield is facing is kind of weird. If you're trying to replicate how it is in 3D games, I suppose it makes sense, but in 2D games I feel more like it would be rotated 45 degrees rather than 90.
Link shouldn't be able to stand on the Darknut Statue. He should be further down.
Link holds the small key off to the side. Wouldn't it make more sense above him?
It seems like one could walk on this small platform in the entry chamber of the dungeon, but there seems to be an invisible push object or a wall. And if that invisible wall has that push effect, shouldn't all walls have a push effect so Link isn't just walking into them?
Link shouldn't be able to have his head under the fire, should he?
The water looks
real bad here. It should look loads more fluid and connected. You shouldn't even notice separate tiles.
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Text seems messy and/or a little difficult to read. Not even talking about selected text. The font chosen seems to fade at its edges and such. Selected text should be clear, and crisp!
The action button should be smaller and/or in a different location. It covers up things. So far it's covered up a character at the top of the screen and symbol on the wall that, for all I know, could be important.
When I got the heart piece and I got the jingle, it certainly was familiar... but it honestly sounds bad. The key... or the pitch... Something about it sounds bad. Maybe it's in a minor key? I dunno. It should be upbeat! You just got a piece of heart!
Also, everything except the music and text- enemies, characters, etc. -should freeze when you get an item. Otherwise weird things happen, such as enemies walking through you. How weird would it be to have an enemy walk through you right when you finish reading the text?
If you buy a shield, another shield remains in stock in the store. After you buy the heart piece, both the shield and heart piece are out of stock. Why does the shield hinge on the heart piece?
The yellow rupees look more gold than yellow.
After it starts raining, the rupee count goes away.
I wish the enemies still stayed out during the rain. It's kinda odd that they vanish, and it doesn't make sense for a number of them.
While it's raining, when you go in a building, there is a small brief moment where everything gets bright as if there is no fog.
I don't think the fog should be as thick. It's a little annoying because I have to force myself to see through it. It shouldn't be that thick.
Why does getting hit by an Octorok's rock hurt less than touching it? That's weird. They should be equal or the opposite.
The gravitational pull towards edges of holes makes sense, but I think it is active from too far away. It also makes no sense around deep water.
In the woods on the way to Dungeon 1, you can use bombs to destroy a group of the three blocks. From the bottom, a single bomb will destroy the rocks but from the top it will take two. This is a little odd.
Is the key from the Sun-Wizzrobe rooms pointless? I could get to the Darknut boss without the key.
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No drowning audio.
No sound for Octorok rocks hitting the shield.
No Spin Attack charging sound is weird.
Music gets really loud in the key room right after getting the key.
When low on hearts, I think there should be a beeping noise to alert you.
After the defeat of the boss to get the bow upgrade, shouldn't the mid-boss music stop playing to show that the fight is essentially over?
There should be a sound whenever I hit the Darknut's shield with sword and items.
Died in the dungeon and when I rose, the music died. I was in the room of the Wizzrobe that summons Chus and suns. It returned after I left the Sun-Wizzrobe room.
Jumping off cliffs should have some sort of sound effect...
Even when it starts raining, it seems like there should still be background music. Inside houses there is none. Outside, there is none.
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Boss was much easier than in the first demo. But not in a bad way. Before, I found it undefeatable. I was able to beat it with hearts remaining this time.
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Afterthoughts: Getting the sword should be more apparent such as when he holds it up.
It appears Link does push against walls after a moment or two, which is fine. I just didn't test long enough. However, on things he actually
should push, such as the lit torch, there was no change from the walking animation to the pushing animation when it should have changed.