I was a bit frustrated by how GBC Zeldas treated some of the original enemy designs, so I thought I'd take a shot at them.

Also, Star Control in Final Fantasy Legends style, GB.

As you can see here (and on my Marne Bros project if you remember), I'm trying to do lost lines here and there, because I think full outlines make the sprites a bit heavy looking. I also like to remove lines where there's ground contact (Compare my mountains with the
Final Fantasy Legend mountains for example.). I'm not really sure how it's working out. It looks inconsistent here and there. The Tektite is tricky because of its thin legs, and for some reason I didn't want to expand the body with outlines.
The slime is tricky in a way. DQ has the best slimes because they have expression-ability. Zelda slimes were sort of generic. I quite liked Lufia 3's slimes (GBC game) and graphics in general. They did the transparant slime thing where you can see the "butt" press against the ground. However, in an attempt to give the Zelda slime some character of it's own, I decided to reference the manual image and suggest segmentation and opaqueness. I think it's a bit too stretchy/bouncy still. The Zelda 1 original is more quiet.
The Like-Like is something out of a Lovecraft story isn't it? Mine looks close to the GBC original, but I changed the animation.
Peahat is boring.
Keese could be in that Japanese Red Riding Hood commercial... Maybe it should flap the wings... more flappily.
That is all. It's just some loose stuff but I haven't posted anything in quite a while. I did some
Zelda 2+1 sprite interpretations a while ago.