First I want to say great job, and so you can do a better job and make me really excited for your next released update I'm going to point out a few bugs (bear with me since some have been mentioned before)
- The shield disappears from the shop if you leave after buying the heart container
- If you jump off a ledge and land on an opened chest, congratulations your stuck!
- All switches can be activated by sword beam (I thought that the Wizrobe was actually easier to beat without the bow anyway)
- Music stops if you die by the Wizrobes hand
- The level of the ChuChu's is emblazoned above their heads
- Tingle does not have a map. I want my ten rupees back.
I hope there is enough information here for you to isolate these bugs
To better help game development here are some things that detracted from the game a bit.
- First off, framerate issues. The biggest offender being the town. I zip through the first few rooms and then all the things in the town slog me down. I wouldn't mind it if you could actually go into all the houses and such. At the moment all these items are just slowing down your game without just cause.
- A bit about level design. Hyrule field seems a bit big... with random bottomless pits everywhere for no apparent reason. The pits just didn't seem appropriate for the level, if the holes were connected like in the cave's chasms that would be a different story.
- If I complete a puzzle, I would like it to stay complete. It wasn't a huge deal but I did get locked out of the dungeon while looking for the locked door. I ran out of bombs and the puzzle reset itself.
- The reason I ran out of bombs is because I was desperately trying to find some sort of hidden entrance in the forest. I blasted every surface that had any patches of grass or flowers near it looking for the "concealed entrance." Imagine my surprise when I accidently discovered how to get inside while venting frusteration. Preferably for this situation the hint should describe how the entrance is hidden because then you get someone who thinks differently trying to find the secret in the wrong way.
- Keese. These wouldn't be a problem except for the whole framerate issue. I loved how difficult to hit they were but couldn't appreciate it because all poorly timed swings resulted from the framerate changing when a billion bat's approached me at once.
- This is just me but it is important to leave something to let the player know which attack is coming from an enemy. The Darknut battle was difficult mostly because it was rock paper scissors without the paper. Pick a direction and hope he doesn't use the attack that can hit you from that spot.
- If it's possible, could you let people know what something is before they buy it. I still have no idea what the brown stuff in the bottle is because I conserved my rupees.
And now that you've heard me rant and rave here is a list of things I really liked about this demo
- I love the freedom you have in this game. You don't have to listen to anyone. Want to go out and explore, go right ahead. Want to cut corners and go somewhere early, more power to you.
- All the enemies pose a potential threat because most of them are hard to get out of the way of, it makes the adventure less of a routine and more of a... well you know... adventure.
- I loved the hidden rooms, it made me feel good picking up on the clues that you left in the overworld that pointed towards the secret. (with the exception of the dungeon, I saw how you tried to mark it after I found it but it doesn't look like a clue until after you know it's there. I might have seen it if it were symetrical)
- Wizrobes, hands down awesome and a real challange even with a ranged weapon, moreso then the final boss.
- Level design, very nice, you had me going for a while in the forest, I knew there was something more there that I was missing somehow just from your use of design.
- Adam, what more can I say. RIP
- Cuccoos, but it would be nice if they could kill you.
- Music. Your original tracks were very much appreciated. Now all you need are some jingles that fit with the music for events like death or opening a secret area.
- The polish, even the parts I didn't like as much fit in well with the whole of the game. Even though it's a demo, everything in the game feels like it belongs.