In regards to the subscreen, ever heard the expression "less is more"? It's simple, yes, but it's effective. It serves it's purpose, and it doesn't steal focus from the game. I might customise it later on, but I don't think it looks "bad" as it is, so if it ain't broke, why fix it?
I've studied graphic design, and there's nothing worse than people overusing something "just because they can". When the WWW was new and people were first building websites, they were filled with flashing text and bright colours, but people don't do it anymore because it's an annoyance. Nowadays there's vast areas of "white space" to relax the viewers eyes. I think this is what many people have done with the custom subscreen feature. In due time people will revert back to more placid subscreens.
In my opinion, your subscreen is terrible. It looks like you've taken a background image then whacked stuff on top of it, with a terrible colour sceme, that pulls all the focus away from the game. That's why all your responses are "great subscreen!", because that's all they're seeing when they look at your shot, which isn't very good in a video game. There's just way too much going on in that subscreen. If it was less saturated and more monotone it would be much better.
I'll take your other comments onboard. I was going to redo the sprites but I kinda like the difference in detail... gives it sort of a cell animation look. I'm undicided on that one.
I've also studied graphic design and I love simple desgins but a Zelda game won't fit that philosophy. I won't make a white subscreen with very cool buttons and stuff because it won't fit at all into a Zelda game. And btw I didn't put a background and then the buttons...
And Linkus Mastii, I've used the tree I've made but just once because if not it will look very repetitive.