This project looks very interesting and it's good you've already got a demo preview ready so fast. Feels very similiar to your main project, so it definetly has that "Demonlink"-feel to it!
Pros:
- Awesome screen design, as usual.
- The (passive) subscreen looks professional! as usual.
- Interesting story, empathic atmosphere and nice cutscenes.
- Modern zelda style.
Cons:
- The midi for the forest is a bit too loud.
- You don't tell the player how to read signs ingame. I was stuck in the maze screen because I didn't know I could read them!
- The girl reappears when you backtrack.
- Active subscreen.
I can't think off anymore cons. I didn't bring up the linearity because I think that the way you handled this, is very fitting for the beginning of a quest, like a little tutorial on how the rest of the quest will play like. Something keeps your demos from an otherwise perfectly professional Nintendo zelda feel and this something is that you don't always tell the player how some of the important game mechanics work. How ironic, that there is a sign just next to a chest that tells you how to open chests, while there is nothing that tells you how to read signs.
But oh well, this is just minor quirks that can get fixed very easily. And don't forget that I'm not implying that you HAVE to fix them. I'm just recommending things on what you can improve to make the quest feel better in my opinion but in case you don't want to, don't feel forced
I wonder where you got your great screen designing talents. I mean really, you are good at DoR, good at EZGBZ. Your probably good at all tilesets. You have a great potential as a quest designer so keep working on quests!
Looking forward to seeing more of this!