Okay, here is my criticism. It is pretty hard, but please take it as a motivation for improvement.
First of all I have to say that I haven't played your first game. And this presented a problem in your first dungeon. I also must say that I haven't played any further than the first dungeon.
Your biggest problem is the movement and collisions. I got stuck more often than not. And often I just needed to press the key button again instead of holding it down. Secondly to move through narrow passages like doors or bridges you need to be exactly in front of it. But when pushing rocks you only needed to graze them. The attached image shows how I got stuck because of that. Going diagonal looks like you walk on a stair. It isn't really fluid. Finally you walk right through NPC's instead of being blocked.
It is nice to see the use of GBC graphics, but there are some tiling errors. Additionally the sprites for Din are really limited. When Din is walking against a wall it isn't animated, allthough there are walking sprites. But when she is pushing a block it isn't animated. Also for using a weapon you use same sprites. It is as if you haven't done anything for the graphics but use existing sprites. Considering Din hasn't many sprites to begin with that means it is very limited.
With the sound I haven't turned it off though it was annoying. But what was the biggest problem was that you had a lot of sounds for many things in the world, but no sounds for the things that matter. For example, no sound for moving pushable objects. No sound for the breaking of pots and the worst of all, you don't have the irritating 'beep' for when you're about to die. The lack of correct audio feedback makes it frustrating to play.
Gameplay: Well the rotten movement makes it difficult to play. But there are some other things that are wrong. The random objects comming from pots and plants contain objects that are useless to you. For example I got regularly bombs from them, but I can't even use them. And what are those blue rounds for above your harts. The first dungeon and the beginning of the should be a training for new people to get to know the game, but I had to find everything out myself and I still don't know if there is some kind of context button, with which you can pick up objects (if that is possible).
It contains 6 really difficult dungeons and a huge overworld.
Well it can be, but I haven't had the urge to explore it. Mostly because the movement through the world is difficult. When I came out of the end of the first dungeon (or the cave) I got stuck in the edge. And the only way to go was back in the dungeon.
There are 30+ items including the hookshot, wrecking ball, statue control rod, shovel, lens of truth, and four remote-control summon monsters (including Navi!).
Nothing to be proud of. 30+ is more than often a problem than an asset to your game. Most of the items are going to have overlapping gameplay. You probably be able to remove 10 items and still be able to play the game. I rather see a game that only has the sword, shield, a few bottles and one weapon for each dungeon. As long as each weapon is fully explored.
The game follows the epic story of Din, last daughter of the dying Goddess Tribe. Her tribe alone knows the truth of Hyrule's past, that Ganon, Zelda and Link are locked into an endless cycle of reincarnation, dooming Hyrule to continual recurring war. Din can break the cycle by finding and rejoining the three pieces of the broken triforce. Unfortunately, they are contained within the living bodies of Ganon, Zelda and Link, and they only way to get them out is to kill all three of them. Din must also find her two sisters, Nayru and Farore, who have gone out into Hyrule and never returned, for they hold the key to defeating the mysterious force that has kept the Goddesses from saving their world.
That Din is the main character has some potential, although it can also go horribly wrong when the story doesn't fit. I can understand that Ganon has to be killed, but Link and Zelda is really weirding me out. As I haven't fully played it I can't say if the story is good, but from the description it sounds as if it still needs some work.
My overall conclusion is that this game is rush job. Even the original Legend of Zelda had better gameplay mechanics than this one. My advice is to get back to the drawing board. Make some decent sprites for the main character, get the good sound effects and change the engine to something usable. Because this is a rush job and it seems to me that you used the same engine as the previous game, without improving it and just put a new story and world on it.
Most fangames don't get further than a demo, but those at least make me want more. Your game makes me want even less.
This is my review, it is pretty hard, but don't let it put you down. I hope it motivates you to work hard to improve this game.
While I don't think it's as game breaking as Darunia is making it sound, this is what he's talking about. Basically, if you standing right next to a wall (as in, you walked into it) and then try to move along the wall, you don't move. I believe this might be because the engine is thinking there is something solid there when there isn't.
Yes, exactly! It sounds like a little problem, with with a computer as shitty as mine it's a big issue. >_<
Well the movement made me want to stop playing as well.