Finished the game. I had a nice, breezy time for most of the game, enjoying the atmosphere, having fun exploring every little nook and cranny and clearing out every dungeon. Being able to mark areas on the map so I could come back to them later with some new equipment was a lovely feature which I used pretty much throughout the whole game. Its origins as a Game Boy game are pretty obvious, with it being short and very straightforward, but it was still a fun time.
The last two main dungeons and the final boss really soured me on the game, though, and put paid to any plans I had to go and waste a couple of hours finding the last Hearts and Shells. I found most of the progression and puzzle solving very straightforward right up until I hit the Eagle's Tower, where it feels like the devs raised the challenge level by simply making things more laborious, finicky and irritating. Dungeon design in this game relies heavily one-way obstacles, where you'll go through a door or drop off a ledge and be unable to go back the way you came. Not a problem in the shorter early dungeons, but in the last two it just ends up being a real hassle, where one wrong move means a long loop back around to the starting position. In the final dungeon I just started playing the Warp song to get back to the beginning of the dungeon over and over because it was faster than taking the scenic route through the same rooms for the sixth time.
I had a terrible time in the Eagle's Tower, where the wonky physics on one of the puzzle elements and the restrictive nature of progression through the dungeon just made the whole thing a chore. I found the correct solution to the puzzle, but the physics wonked out and it didn't work as intended the first time I tried it, so I took that to mean that it wasn't the solution and wasted half an hour fruitlessly trying other options before trying my first thought again and having it work properly the second time. There's a phase of the final boss where I just couldn't figure out how to damage him, and I ended up dying and having to do the full dungeon puzzle and unskippable pre-boss cutscene again. It's the only part of the game I had to use a walkthrough for, and after seeing the correct solution... I don't know why it was the correct solution. I don't know why it's like that or how I was supposed to know what to do. Spoilers: In his twirling staff/fire bat phase, you can only hit him with spin attacks or running charges. Regular sword swings don't do anything. Why?
I mentioned in an earlier post that I was frustrated that so many of the buttons on the controller are unused, forcing you to enter the menu to switch sub-weapons constantly. I appreciate that this was a whole lot worse in the original GB game, but I really think they could have gone further here. The Jump Feather is so useful that I wanted it permanently bound to one button, which left me only one extra button free to bind to whatever other equipment I wanted at the time; meanwhile, ZL, ZR and entire D-pad are just sitting there unused. It's like a plumber fixing only one of the two leaks you wanted him to fix. Like, yes, thank you, but there's an obvious next step here...
To be honest, in 2019, when there are dozens of sub-$20 Zelda-like indie games out there that rival this game in size and scope and probably won't have constant framerate issues, I think the full $60 price tag is pretty hard to justify, but... what are you going to do? It's Nintendo. I would at least recommend waiting for a performance patch, though, and maybe the outside chance of a slight discount come Black Friday.