Kay, played a bit more, roughly six hours in.
I'm going to be upfront and frank here: I would have dropped this quest after Level 3. I would have dropped this quest after Level 3 even if this was a game I payed for.
Here are my thoughts so far:
The entire plot with the Gorons feel a bit rushed.
The Kakaro Grounds palette is a bit too much of an eye strain. The dungeon does feel more appropriately sized for a (second dungeon in the game) though, Level 1 was quite large. The quest page does advertise wast dungeons, so this isn't necessarily a complaint. But it might be a cause for concern considering pacing. Kamaro Grounds lack a warp out after getting the item, players who are used to ZC will just F6, but there is no reason why there isn't a warp tile.
I assumed the Goron Elder would want to talk to you after doing his trial thingy, but apparently not; seems a bit weird.
One note in regards to the entire mountain area: Unless you're versed in the knowledge of how splitting enemies work in regards to damage, you'll be very punished for it. All the splitting enemies need you to fight using exclusively spin attacks; something that isn't intuitive, maybe add in a hint if you're not going to tweak this?
With all the lava obstacles in Gaia Cavern, it might be worth looking over that the drowning damage is 1 full heart. It's quite a lot at this point in the game.
A nitpick, but having played Golden Sun, I feel like the Venus Lighthouse music does not fit Gaia Cavern at all. I know, it's a popular song to use in quests, but, eeeeeh. It also felt a bit thematically weird that the ice/fire hybrid dungeon is in the crater of a volcano, but I guess that's not that much weirder than what Oracle of Seasons did, even though it sticks out more.
Level 2 boss don't feel *quite* as overtuned as the level 1 boss. but the 1 heart of damage from drowning in lava is the real punishing part; especially since you get comboed into it.
The boss intro really only needs to play the first time you try a fight, this goes for every boss.
Beating Gaia Cavern and still no update to NPC text in goron city. Elder don't care and the citizen still seem to be starving. ¯\_(ツ)_/¯
Stuff like this and the silliness with the slingshot pieces in the dungeon and the guy putting it together makes it hard to take the story seriously. It's not even implied to be anything other than just a regular stick and rope. And for the record, you generally use rubber for a slingshot, not rope.
Oh hey, the GB style Lana tiles I was working on. I guess someone has been digging through the tiles in VD. She does not really look like a Zora, however. I'd recommend Ether's Zora tiles that are in the database.
Sparkster music is an interesting choice in music for a zelda dungeon. Having now finished the dungeon, I will note that an upbeat track like that with a decently short loop will get very tiresome when you spend an hour and half in same zone.
Unmarked required pushblock in the dungeon. It's mirrored to an existing one, but since prior pushblocks set up an expectation that these will be marked it's quite hard to figure out. Because you're not primed for it at all then there is no expectation that there even is a puzzle to solve on that screen.
And finally, the meat of problem: The structure of level 3 is... it's just bad. It's a decently large dungeon, but that's not really the concern. There's a lot of dead ends you need to do in a specific order, but it's not at all clear what that order actually is. The structure of the dungeon is also completely nonsensical. There are warp tiles everywhere. A large puzzle dungeon that you piece by piece put together need to internally be consistent for the player to be able to make a decent mental map. Since the warps are completely removed from the logical structure of the place, you have no idea what you need to do. Even if you can parse that, "ah, I need to go to this spot" actually getting there involves taking a warp somewhere... and that could be literally anywhere else in the dungeon.
It just feels like padding and needless backtracking rather than anything of value. Which is a shame, because the dungeon looks good.
Remember: The good aspect about backtracking is the player consciously making the connection that what they need to do to progress is behind them, and accurately proceeds there. The walk there isn't the interesting part, nor is fun if you can't possibly perceive where you need to go.
I would honestly recommend redoing large portions of level 3. Again, to iterate:I would have stopped playing your game after this because I found it that bad and unfun. The only reason I'm not is because I'm curious about a very specific element in this quest that is later on.