I don't post much just talking about the game, but I thought I should just this once.
Wow, I was looking at Heald's Zelda's page, he put a lot of work into his game. A lot was done that he never released in his demo (hookshot, power gloves, pegasus boots, etc).
I want to state that his approach is completely different from mine. While you all may be hoping for a dozen items, I'm probably only doing four. The thing is, I'm not doing them half-assed or rushed, all of the puzzles will be related to the few items that you do get. The difference in philosophy: I designed the game engine around the dungeons. The first dungeon was ready back when all you could do was swing the sword on a checkerboard map (I'm sure some of you remember those shots).
Hopefully some of these puzzles I've cooked up will have you stumped! I don't believe the calculator has the screen for an action game. I do believe that it's great for exploration, where you can stop the blurry movement and look at something interesting. But don't worry, this doesn't mean there's no action -- all of the boss fights lock the screen for good visibility in a traditional style find-the-weakness boss fight (you'll just have to put up with the blur
).
Now that the tools I need are done, it's time to get back to work.