Glad to hear you are working on an updated version! I have not yet finished the game, have the last boss and the secret boss in the crystal place west of the graveyard left...
Questions: I don't think I've managed to find a way to the south east corner of dark forest. What is there, how do I get there?
How many heart/magic containers are max?
Anyway, here are all the things I've thought about in the game:
ITEM SCREEN and ITEMS:
(Graphically)
- The Sword sprite and the Whip sprite doesn't change when you find their upgraded versions, especially when finding the Scimitar (?) does this feel strange. Neither does the yellow boomerang when buying the upgrade from the sales-witch in dark forest.
- The black background of the item screen makes it difficult to see some of the items with darker colors. Maybe you could try different colors until you find one where all items are clear.
- The spaces between each item is to small, making the [SPC]/[ASD] letters being partly covered by the item below.
(Usage and general)
- The hookshot, as we've all discussed, tend to latch onto things where it isn't supposed to.
- As opposed to most Zelda games, the shovels capacity to dig up spots doesnt seem related to where they are placed (next to walls, stones etc.) but randomely just doesn't dig some spots in the middle of an otherwise open area.
-Already mentioned, but the ocarina doesn't show while playing it, as opposed to most of the other items.
- It seems as if some items, such as the Whip, the Autumn Seal and the Winter Seal can be taken again, and by doing so negates eventual upgrades found.
- It would be nice if the player could view the information about each item again while in the menu scren. I missed several of the descriptions on items when I picked them up, leading to a very confused conception of the lens of truth for a while there.
- If such a feature were added I'd also like the oppurtunity to check out the event items descriptions, the pieces of the triforce, the sigils of power, wisdom and courage and the heart/magic containers.
- I don't know if I have all items, there are emty spaces above the heart/magic containers and below the lens of truth.
MAP:
- Considering the amout of space on the map screen, a map looking more like the ones in the zelda oracle games would be nice, with ability to move a marker around to visited areas to make them show a symbol and a text description of the area, such as "castle town" "lake hylia" or "forest temple". Finding the right way tends to be confusing otherwise, at least for some. Help the orientationally disabled!

- Likewise, if it isn't too much trouble, having maps in the dungeons would be nice (and more classical to Zelda games.)
GENERAL GAME:
- I wondered why you chose another sprite for Farore than her original from the Oracle games. The one you are using, it is a recolored Veran or Queen Ambi...?
- I had a hard time progressing, as each new move wasn't very clear, and some items that were crucial to the storys progress were neither easy to find nor obvious one should look for them. I don't mean you should seal of areas to limit the players exploration and make the game more linear, which of course COULD be a solution but not the best one. I'd advise you to introduce a NPC with more detailed guiding tips than Nayurus musical mysteries. For example you could make the player pay this NPC large sums of rupees in order to hear the useful tips, as to not make it too easy.
- The movie sequences in the beginning and almost end (I might add some opinions after finishing the game) feel as if the are esthetically clashing with the games graphics. I love Twilight Princess as much as anyone, however, the usage of the black-and-white pics felt sort of... well it suddenly reminded the player that this ISN'T a real zelda game! An illusion which you actually hold up perfectly all other parts of the game...!
- When entering an area the upper part of it flashes by quicly, often if there is a key or treasure hiding there. Is this programmed as a help, or os it just a bug?
- Would it be possible to let the sellers of the bottle and the compass in castle town move inside an open house to continue buissness after Zelda is dead and the town is emptied?
Otherwise, it's a lovely game. I see your first was made with Link to the past graphics (or is it ?), and I'll try that game when I've finished Wheel of Fate. You are a really, really good game designer. I can't help but to hope your third game will use minish cap graphics...