Lucky 13

This is the 13th contest entry I've finished (only 4 more to go!)
My thoughts: I think the shifted overworld was very interesting, with enough changes to individual areas (other than changing connectivity along the edge, of course) to make it more than just a shift. A few things about the overworld: The dock in what used to be the upper-right corner of the map is a little buggy. Sometimes when I launched from it to the left, the screen scrolled, but link didn't continue across, but since he was on a raft, I couldn't whistle aways (and the first time this hppened I didn't have the whistle anyway!). I would suggest modifying the screen to make the dock be one step in from the edge- I think that might fix the problem.
The blue molblins take only 1/2 damage from sword beams- is that deliberate, or a mistake? Also, the wand seems to do magic swrod damage (rather than white sword damage) is that correct?

As for the dungeons, again, only a few comments- nothing bugged, just preferences:
1) you use the same color bubbles for both A-type and B-type. When you need to get a specific recovery bubble, it would be nice to have a way to distinguish them (the same is true for the jinx bubbles, but to a lesser extent; you aren't going to not-avoid one based on the type, in general)
2) In dungeon 6, The first door I opened led to the magic book. As a result, there were no more keys that I could get to, so I had to leave and purchase one (fortunately, I had found the cheap key shop, so it wasn't too bad). I then had an extra key that I refused to use when doing dungeon 7 (turns out that I got the magic key before I had to worry about that- I think that the magic key should probably be switched with the magic boomerang, as dungeon 7 is a bit early for it)
3) the fire gels were interesting, but is there a way to make the flames go out faster? Too many times I cleared a room and had to sit back a while for them to slowly fade out.
4) There should be a way in dungeon 9 to get to the silver-arrow path without taking damage- but the way it is set up, only a clock will prevent taking damage.
5) multiple bosses in one room is interesting, but the problem is that if you kill any one boss, then they all disappear if you have to leave. In some cases, where you can leave without dying, it is a way to "cheat"- and once I actually got pushed out of the room by a hit, and so "beat" the bosses with only a partial battle.
6) as has been pointed out by others, the compass points to the boss, not the triforce piece.

Overall, this was well constructed, but a bit too easy for a 5th quest (I've been saying that a lot recently- maybe these quests have improved my skill more than I thought- or just the luck of my playing order) There wasn't much in the way of interesting new creatures/bosses (most were simply powered up versions of existing ones), and so this earns a middle-of-the-pack 3 out of 5 from me.