On the issue of the extra key, I don't really agree with having a locked door behind a Triforce room. The dungeon already teaches the player about walkthrough walls with the one required key, and the dungeon kind of ends once you get the bow and arrow, cause there's a key and the boss key right nearby, so you just rush straight to the boss with no detours. The dungeon starts off with a bang but ends with a whimper.
By requiring the player to make the detour to get the one last key, not only do you open up the opportunity to allow for some good puzzles requiring the bow before the boss, but it adds one last memorable thing to the dungeon by making sure the player goes through it, which is something that might be good for the dungeon as asides from the twisty up and down nature of the place and the one walkthrough wall, there's not much memorable about it.
Also, what would you reward the player with for their troubles? The Triforce piece justifies the trouble, but not something like a power bracelet or something (plus having a door right after the Triforce removes the oomph from "you've cleared he dungeon! Congrats!")
I think I agree with the majority of this, actually. I'd like to actually use the bow before the boss. I don't think the two puzzles we have already are quite enough. Of course, the puzzles don't all have to be bow and arrow puzzles, but still.
To be fair, if there were to be three doors in the boss room (as Lüt explained in his post), but even so, backtracking to the same dungeon immediately (or just continuing in a dungeon you've just beaten, pretty much) could be a little frustrating.
That said, I'm a fan of optional backtracking, so if we had a hint that you need a future item (like a path blocked off by a hammer and a key or something), then that would be more interesting to me at least.
Another option is making every dungeon (at least main dungeons) have a bonus section when you're done. So you can do part of it for the game, and then you can do some more for a bonus. Maybe make the reward of each like 'sword pieces' or something (where, of course, you get the magic/master sword for getting all 8). Could have that with the optional backtracking option as well, to be fair. [EDIT: We already have something like this for Misery Ruins, now that I realise. So I don't see why we couldn't do it for everything else. just as long as it doesn't feel shoehorned. Not necessarily sure if the sword pieces idea is the best, but I think we need something with more oomph than heart pieces. Extra heart containers would be a bit too much, though, I think.]
EDIT: Just playing through, and I've noticed a couple things.
First, apparently in my Goriya screen, he doesn't show up outside the tent. I assume there's no way to make him appear outside without ruining all of the other caves? If so, I'd rather he be outside, but if not, I can make the interior of Gori's House of Horrors and put him in the first room.
Second, we've been forgetting to put no ground enemy flags on the sky. m1s27 looks rather silly with a darknut walking around on nothing.
Edited by klop422, 19 May 2018 - 12:08 PM.