I, for one, like the trees. Although they look a bit too organic (which isn't really a bad thing at all!--But in this particular style, it should matter.), they could still pass off as cute trees if you lighten up the shades that define the square-shaped bushes. The problem with doing something that's not truly symmetric is that you'll have to do other trees with different "tumour" (bush) arrangements to grant its style verosimilitude. Other than that, the roots are the only thing that bothers me. Maybe, should you make the trunk-length bigger (and thus letting us see further trunk), it'll do it more justice. Otherwise, you could just as well remove half their presence and shade them with dark brown and we wouldn't notice them as much. If the latter appeals you, perhaps, too, add small roots coming out and in again from the ground, farther away from the tree.
If I were to make the trunk length longer it would unfortunately push the rest upwards..thus breaking out of the 64x64 area. The only other option would be to make the greenery shorter which would again run into the issue of a stumpy looking tree haha.
I've worked some more on the tree though which you can see below.
I don't think non-symetric trees would be a good idea in a game that uses alot of flipped tiles and has a simple look. I preferred the second type of tree but thought the trunk is really lacking detail. They look more like poles going up rather than roots extending from the trunk. I think if they were redone, that tree would look good.

Unfortunately that tree was too similar to what it was based off of. I don't like the look of symmetrical trees in most cases either. Either way though this is in no way meant for an actual game so individual tile count isnt something im too worried about.
New tree - good in principle, lacking in realization. This style will benefit from making the shapes round and appealing, even though that isn't very treeish, because the tree already isn't very treeish and there's no need to weaken the thing by being neither this nor that.
I feel very stupid haha. What exactly are you saying? xD
Are you sure you really need 4x4 tile trees though? Have you considered making connectable tree mass you can shape by smaller tiles?
I had thought of that, but I dont think it would match what i'm going for. To me connected tree masses like that look like forest lines rather than individual trees.
Helm has a very good point that warrants repeating. Zelda's trees are pretty and all, but Chaos Engine's trees look infinitely more tree-ish.
I'm not specifically looking for something that looks realistic. Obviously I want it to actually look like a tree, but more cartoony.
Dusty what you mean is correct, but why make a clone which contain certain "rules" when you can make something original and better. maybe he can combine the old trees with the trees posted by Helm.
I'm not trying to copy Zelda directly. Rather the game held elements in style that already reflected my own. Cutesy..simple..etc. Visit my
Gallery and you'll see what I mean.
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With all that aside, here is an update

- lightened the lines within the tree that defined its 'tumors'
- redid roots
- redid grass tiles
- worked more on stairs (still doesnt look right)
still need to:
- redo path
- finish stairs
- add in dock
- more enemies?