The shutter bug is tied to fairies counting as an enemy for Kill All Enemies purposes. It appears in other quests as well. It's fixed in the latest 3.0.0 versions, and I don't believe it was a thing in 2.53, but it was definitely an issue in 2.55 for a while.
EDIT: The other quest I was thinking of where I kept seeing it come up was Flow of Time. Sans's shutter script credits the author of that quest, Obderhode. So it could also be specific to that script, actually. (It's definitely tied to fairy drops, though, and it's definitely fixed in current versions.)
The shutter bug is fixed in newer versions of 2.55; that fix was backported.
Anyways I just beat Creation Pillar; this quest is a chore and I feel cheated for believing that it was going to be fun. I enjoyed the first two dungeons of gameplay because combat was fun and encouraged usage of your items and resources, and was willing to write off level 3 as just an exception, except things didn't really get better.
I guess let me start off with the positives. Combat bombs are really good, and I love how you give access to both remote bomb and the 60 bomb bag before you even enter level 1. The overworlds attached to the first 3 dungeons are generally pretty good; I'd like to highlight Mt Cronol as my favorite actually. Mt Cronol has the caves line up with the overworld and there's a cool optional secret where you need to notice a chest, realize how the cave system lines up, and realize that there's a bombable wall; and it felt super satisfying to solve it, even if it was just for a piece of heart. I actually think vires were a fantastic enemy to place there; they encourage you to either use Ember Seeds or Bombs to take them out instead of letting them split; I think if you were to nerf Mt Cronol just remove the bats and keep the Vires.
I also really liked Level 7; it's a key hunt where theres a bunch of puzzle barriers blocking the way to the key and you have to deal with sidewarp shenanigans, but all the puzzles are self contained and the sidewarps have really clear logic to them that makes this dungeon play out in a very fast-paced manner where the way to unlock a barrier is always really close by; and you also have to memorize one way door paths that you can see ahead of time before being tested on them. It's hard to describe why I like it, but this dungeon was my favorite dungeon, and one of the only dungeons I liked (I think I liked level 1, 2, Elements Shrine, Mirrored Ruins, and Oil Factory? Though the latter had some annoying parts in it).
It's cool how you can get two different level 2 swords around the same time; I found the fire sword first and that made the crystal sword feel pointless cause it's worse (though I sometimes use the crystal sword cause it creates less visual clutter).
I wish I could say I liked the rest of the quest though. Level 3 overstays its welcome and makes the cardinal sin of using warp points that warp you to a random spot on the map, which makes remembering where you need to go to get to a place really tedious. Southern Shrine was a pain to navigate because of all the armos blocking the way that respawn and there aren't enough shortcuts to make navigating it not tedious. Dreams Gate was neat up until the way forward was behind an unmarked bomb wall, and the dungeon item really should have been a passive item used to talk to books. I ran out of bombs inside Dreams Gate, which meant I had to backtrack through the annoying to navigate Southern Ruins, because for some reason both Pegasus Seeds and Gale Seeds are only unlocked in the Dream World; it makes no sense that they're locked until then. Swim speed once you get the flippers is really slow and it makes using them annoying.
I don't really remember Level 4 or 5, but Magmarite Mines sucked. Magmarite Mines is such a pain to navigate, it has you going back and forth through tedious to navigate spaces, it uses passageways which lead to random places on the map which makes remembering where you have to go annoying, it's just not fun to play through, I've tried my best to wipe it from my memory. The only good thing I have to say about the dungeon is the dungeon item.
The Cursed Woods have a bad transparency layer over it and it would look a lot better without; here's some comparisons:
In my opinion, this quest would be improved if all the transparent overhead layers were removed, because in almost all cases they're an eyesore and make the gameplay harder to parse.
Level 8 pretends to be an okay dungeon for about half of it's runtime and then the second half becomes a bad ripoff of Hookshot 2's level 8. There's wizzrobe spam everywhere and they take 5 hits to kill with the level 2 sword and you have nothing better to kill with them, so it's just really tedious. You get the seed shooter in the dungeon but it's only purpose is puzzle solving, it doesn't help you kill enemies or deal with the dungeon's enemies better. This is a recurring theme starting from Level 7 onwards, the items you get don't give you any new combat advantages. The boomerang doesn't deal any damage and you're long past the point where stunning enemies is helpful and the slingshot is better at killing bats; the Seed Shooter is clunky and doesn't hurt anything better that you couldn't before and again the slingshot is better; the Hookshot doesn't deal any damage and again, past the point where stunning is useful; the Wand does the same damage and hits the same things as the slingshot except it has a delay, you get the point.
Intermission time: You know how I mentioned Mt Cronol as being cool? The quest repeats this multiple more times; you enter an overworld with a confusing cave system where you go in and out of caves pressing switches and unraveling a knot in order to unlock the next dungeon; am I describing Turtle Hill. Windy Valley, Mt Blaze, or Mt Snowhite? What was fun the first time is a chore on the second, third, fourth, and fifth times you did this. It's not fun, it's just exhausting.
Another tangent: Item selection. It's really annoying; the way you select seeds is really annoying, the lack of 4 button items is really annoying. I'm really confused that an attempt to upgrade to 2.55 and take advantage of at least 4 button items wasn't made; only 2 button items kills the pacing dead in the water.
Level 9 starts off promising; the beginning of the dungeon looks like a
church and it's a big open space and I thought it'd be a much less cluttered dungeon, but unfortunately I went up a floor and was greeted with the usual
cluttered stuff. I go to Level 10, oh boy what a surprise
it's.
also.
cluttered. Ugh. I hate dungeons in this game, they're a pain to keep in your mental map of your head, there's no landmarks, things are generally claustrophobic and look samey. This is not dungeon design; it's filler noise, go to the end of this one winding dead end to hit a switch that opens something else, huzzah, gotta use every part of the screen, every part of the buffalo. (Level 10's boss isn't fun btw, don't really have a better segment to put this in, but it's a lot of waiting and if you die at the end it sucks).
I left level 10 midway through to go finish the trading sequence which arbitrary prevents you from progressing after level 6 until you've gotten the level 10 item. The Oil Factory was fine, and then I finished the trading sequence, went through the awful area that is Moonlight ruins (wow, cool maze. such good gameplay that isn't at all tedious (sarcasm)), entered the sacred realm, got two keys, and then got met with an arbitrary hammer check. Wow cool so I wasted my time; the only thing I've gotten out of this is the red tunic which I didn't have enough money for and had to grind up an extra 150 rupees to get which left me unable to use the slingshot as much as I've wanted, and a dungeon which I have to wait even longer to complete. I've beaten level 10 and I'm still stuck with the level 2 sword, and I have no guidance on where to go next; I came to this thread to see where it wants me to go next because I'm 200% done with this. This trading sequence sucks.
I guess this brings me to idea reuse. So much of this quest isn't original. It's using ideas taken from other quests, assets taken from other quests, music taken from other quests. Glory Squad uses the japanese pokemon theme song, and that's a really unique pick for music that nobody else would think to use, but then here's Dreams Realm reusing that exact midi and it's pretty obvious where it got it from. Banana Blood God's boss theme is an obscure remix of a Ys 4 boss theme, itself an obscure game; so here's Dreams Realm reusing that exact theme for it's Light World boss theme. Card Castle in Go Gollab used this neat remix of Midna's Theme, it's so obscure that not even I could find it because I thought it was a remix of Midna's Lament and even if you know it's quite a ways down and I had to ask one of my co-creator's for help, so guess what theme level 4 in Dreams Realm used (it also used the mirror tiles Joel used for his area in Gollab). Moosh's area in Gollab uses a piano remix of withered leaf from touhou- you already know where this is going Dreams Realm used it too, for a snowy area that looks similar to Moosh's area. I liked level 7, but we all know it got it's aesthetic and music from Isle of Rebirth's unhallowed chapel. I already brought up Level 8; it uses Necrofantasia, the exact same music used in Hookshot 2 for Sinner's Citadel, and it uses the same floor tile gimmick except watered down so it's barriers instead of entire rooms changing. There's spinning gears in some levels that use the exact same graphic and script that Banana Blood God uses; to my knowledge, that script nor graphic have been publicly released, but they are included in the quest if you crack it open. In Isle of Rebirth there's a dungeon called Prismatic Gate where you shoot an arrow into a 2x2 statue to change the element of the dungeon; in Dreams Realm there's a dungeon called Dreams Gate where you shoot your slingshot into a 2x2 torch to change the element of the dungeon (a hint statue even refers to them as arrows); at the end of the dungeon is an encounter with the main antagonist where if you beat them you get the Cane of Byrna. I can't even list all of them the quest is so huge that I've forgotten most of it.
In isolation the things I listed above aren't bad, but it's a recurring pattern of just cribbing from other quests; in isolation you could argue that you just found the same music that someone else found, but as a pattern it's blatantly obvious you just ripped them from other quests soundtracks. I'm not going to say that ideas should never be reused or that inspiration shouldn't be taken from other stuff or that using the same music as someone else is inherently bad; I think taking inspiration from things can be really cool, it can allow you to expand on mechanics the creator didn't fully use or execute them far better than the source material; unfortunately Dreams Realm does neither of these things. The only real idea Dreams Realm brings to these ideas is the Roc's feather (which honestly isn't a great addition to the quest, the required platforming is almost always too tight); and the execution of these ideas from a game design perspective isn't that great. Technically, there's a lot of ZQuest mastery going on behind the scenes, but this mastery is rarely in service to good, fun gameplay. If Dreams Realm isn't bringing new ideas to the table, nor is it bringing well-executed ideas to the table... what is it bringing, and why should I play it? Why shouldn't I, when reminded of Isle of Rebirth, just go back and play that? At least in Isle of Rebirth I get a cool magic-sword damage wand that can hurt wizzrobes, and have access to the magic sword by the time I'm fighting wizzrobes. Why shouldn't I just go play Glory Squad, whose overworld is more fun to traverse and at least has interesting fun ideas? How can I even be sure that any of the ideas in this quest are unique, given that so many are just taken? It's self-sabotage. Hell I'm pretty sure the only reason the quest has 12 dungeons is because Isle of Rebirth did that, except Isle of Rebirth had dungeons that were fun and I looked forward to playing.
If I can give any advice, play your dungeons. Then play them again. Then play them again. If at any point you're annoyed at the dungeon or feel bored, you have a problem and you should know where that problem is. Design not for the sake of pushing out content, but design asking yourself "will this be fun?". If you're designing to fulfil a quota, maybe reconsider. I'd maybe have more points but at this point I'm exhausted typing this out, I have been typing this out for 4 hours at this point, I regret not sharing my thoughts as I went like Ether did.