Bugs

You can walk in the upper part of caves. Since you're using disappearing messages, block the top off with a row of solid combos, or at least put solid combos over the guys.
Fixed, I guess I didn't think about that xD

I managed to trap myself with a push block.
I should have known better, Fixed

Nooooo! I'm an innocent man! ... When exiting this item room, I appeared on top of the left most block. Walking to the right trapped me in here.
Fixed, also made the block a four way trigger to prevent getting imprisoned lol.

That poor dinosaur ...
Added a no enemies flag to stop that from happening again.
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-Some of the cave exits, such as the ones for the man talking about Old Lamda, and the woman who upgrades your bombs for 25 rupees, put you in the middle of the screen instead of having you walk out from the cave.
Fixed, and also I fixed the rest of the entry and exit areas, since I noticed some was not even placed.
-The big wallet doesn't appear on the subscreen
Added that to the subscreen.
-The boss roar in the room before lv3's boss doesn't match that of the boss inside
Fixed that.
Questionable Design Choices

Screens like this seem a little odd. Why not block this off from the lower screen? There's another like this to the southwest.
Fixed that where someone can not walk there.

Some may find this block arrangement offensive.
I didn't even think about that looking like that >.< Fixed! Sorry hopefully I didn't upset anyone...
-Both the note and the potion shop are in the open only a few rooms from the start. Why include the note at all if you don't have to search for it? Just use the "shop" type instead of "potion shop," and make a potion shop that doesn't require the note.
Well, I was lazy about that so I might do something about that.
-Your tileset gives the quest such a unique feel. Why not include new music to enhance that feeling?
I was thinking about it, just finding music I want to use is pretty hard. But most likely there will be a music change.
-There are several cases where shutters close you into a room where you have to kill enemies to proceed. The enemies drop a key, but you have to kill them anyway to reach the key door it goes to. Why bother with a key door if the key is impossible to miss?
I'll fix the rooms that do that, seem pretty redundant if you think about it...
-I had over 120 rupees, and all of them were taken by a door repair guy on the southern beach. THIS IS TOO MUCH.
Oops, somehow that was set to drain 255 ruppees out... fixed.
-The punctuation in your message strings could use some improvement.
I'll work on that, soon.
-The white sword is in plain view only a few screens from the start. Not a big deal, but it seems a little odd.
Yeah I can say its in a odd place but thats the way I wanted it 
-The difficulty spike in level 3 seems rather severe. There's a lot of darknuts, including lv 2 darknuts that must be killed to proceed. Powerups on the overworld, such as the slash and blue ring, make this easier, but it still seems like a pretty sudden change from level 2.
I might tone that down, I wasn't really thinking about that sudden spike in blue darknut placement.