Got a Palette question this time.
Old Palette:

New Palette:

Regardless of replies, I'm probably going to use the New one for the main Overworld parts, though I'll most likely keep the Old one too and assign it to the Foothills (seperating the Lowlands from the Desert), which will become its own Overworld segment. But, it would be nice to hear people's opinions on the change, or possible ways to improve it. Palette design isn't exactly my ace topic.

QUOTE(Yoshimi @ Nov 16 2011, 11:49 AM)
It's rather a request, though: Could you please introduce us with the engine with an easy difficulty set-up? I've been scrolling through the old thread yesterday and noticed how well about 80% of your updates (just a guess) introduced content that raised the difficulty. Now, I'm just the casual gamer, but I'd still love to enjoy your game, which I won't be able to if it was simply too hard for me. Do you think that I'll be able to play the game even if I can't spend hours on increasing my ZC skill (which I have neither time nor motivation for, to be balantly honest)?
I'm afraid I will not be releasing an Easy Mode, simply out of principle of beliefs.

What I will
try hard to do, though, is not to make the game "unfair", and to try to balance the learning curve and difficulty curve so that even if they're a little steep, they're not a LOT steep. In fact, a lot of why I want to release a playable demo is so people can tell me how some of the new physics feel, so I know if I should tweak them.
Between the public demos and the inside-demos my beta testers will get, I'll be blindly relying on the player base a LOT for helping me adjust and balance the difficulty, since I know I am indeed highly skilled with NES Zelda and that indeed makes me partially blind/handicapped to creating a "balanced challenge". But, I'm prepared to take such a leap. Try to trust me.