Ok, I noticed a few errors.
[spoiler]
First, I got stuck in this guy after talking to him.
Can you tell me exactly what happened here? Werre you hit by a Peahat, and bounced through the NPC, or something odd like that?
I'll adjust him down a few pixels, but I'd like to know exactly what caused that, so that o can properly account for it, in future NPC interaction.
Second, I entered the room to the right, but the door was there. A little weird, I would fix.
I didn't finish shutters, but I did this intentionally, as a way of showing the player that they must go around, while giving a sneak look of the room (through the bars). It's temporary/
And here its pretty obvious. I could only do this on the bottom doors on both sides.
Corks, I thought I had fixed all of those non-solid corners. Thanks for that. I'll triple-checl them all before the next full release.
I also agree with MoscowModder that Link and the dungeon clash. Other than that it is good. A little short, but good.
P.S. This is the beginning of a dungeon, not the entire layout. I have some rather elaborate plans for it, bit my time is divided between scripts, dungeon design, and graphical design.
part of this is because people are used to seeing specific styles used in exclusion of one-another; and part of is is due to not updating the player sprite. That will require a massive amount of work, and isn't my top priority. It does have some unique aspects, such as the helm, that will carry over into future designs; but the game is using a mixture of sprites from Z1, and other tilesets, as well as custom sprites. At some point, they will become more uniform--at least, they will all be 8-bit.
I'm not certain if I will use FFCs for the player sprite, or use tile mods. Either option has its drawbacks, but making a sprite with an FFC will allow for overlays with accessory equipment (pendants, helms, circlet, clothing, boots, armour, etc.(, whereas tile mods are a bit more limiting; or at least, more tedious to pre-emptively control.