Still plodding ahead on the game, even created one of those them thar itch.io pages! Yar. I'll probably update demo links on this board here and stop eating up my dropbox space. I've been working hard core on the second dungeon, which is more complex than the first one in a lot of ways. The enemies will be tougher, the puzzles more interesting. It will combine light/shadow/night/day puzzles (the labyrinth of trees will change layout depending on this), door-based simple puzzles, and push rock kind of puzzles.
I feel like this is a natural outgrowth of the first dungeon, which is far more streamlined, and I think a bit of a more enjoyable experience. I made it so that the first lantern and light based puzzles are more of a natural outgrowth now of that current area, so there's less stumbling about four levels in the dark. I figured, first dungeon is more about learning the concepts of the game, and that each dungeon will get progressively more complex.
While dungeons that aren't story based and can be done out of order will have varying complexities, so that when you stumble on them you might have to go back later, that sort of thing.
I'm really liking my chapter based approach- the towns and the areas change based on the chapter you're at, making sure you don't do the linear plot portions of the game out of order, and yet still keeping the ability to travel anywhere at any time. It's fun.
I also added tree shadows to the second dungeon, much like Zelda: A Link to the Past.