So, a couple of minor graphical things ... Maybe you're already aware of these, but I guess I'm puzzled as to why they wouldn't be fixed when it's so simple to do so.
The fading warps with the whistle and the border between Northern and Southern Remdra look buggy. When you scroll through the border, Link walks up into pure black before the scenery abruptly fades in. With whistle warps, portions of the screen will turn black while others remain, making everything look bizarre. I'm thinking you don't use interpolated fading or the fade should look more natural. In that case, going to the palettes you use for the North and South and pressing "Dark" to generate fade colors should fix the problem. (Unless there's something more complex going on that I can't see ...).
The other thing is with the lens of truth. On some overworld screens, you disable a layer to reveal things. Unfortunately, the disabled layer also has the tree tops, so they also vanish when the lens is used. Why not just copy your layer screen to another overhead layer, but erase the portion you want revealed? That way, the treetops would still look right, but your passage would be revealed just fine. (An example of this occurs in the lower left lens screen of the undead city).
These are minor things, but they make the player aware of the construction of the game with combos/tiles, reminding us someone assembled this in an editor. Things like these pull players out of an otherwise beautiful and immersive world.
Still plugging away at this. I have to admit ... compared to many of the players here, I'm such a wimp. My death count is going to be downright embarrassing. But I appreciate the variable difficulties and how levels are constructed as a series of simple goals with shortcuts opening at certain points. Even though I die a lot, I always feel like I'm making progress, and that's a great way to keep people playing. 
Edited by Aevin, 18 February 2014 - 04:23 PM.