Thx! Yeah, the sloped roofs works better, breaking the squareness. I'll see what I can to about the ruins. The most ruined ones works the best, because they have flat grass masses on them. Perhaps I should concentrate on corners. I could also use more busy grass and bush tiles around the busier ruins to build a transition. I'll see what I can do about the landmarks too. I want to throw together a lot of them. In this day and age of the internet, you can't have simple secrets because people use walkthroughs. Some games, like Namcot's Druaga were designed around the idea of people actually collaborating on finding the secrets though. It would be fun to design secrets which are so obscure (and hidden in code obfuscation) that it would take years for people to find them. Valkyrie was designed so a boss, special tile or special arrangement of tiles would mark a secret location, so the player always knew that there was something to find. My landmarks could work the same way, I'd just have a lot more of them, and only make a few of the easier secrets mandatory for plot progression. This would leave people with a reason to play the game some more, because it would never feel 'exhausted'. Something new and interesting could be behind the next corner.
One problem is the indoor/dungeons. The over-world scale shouldn't clash with the dungeon rooms. There are a bunch of statues indoors which would look enormous outdoors. One thing which I could do is not sharing enemies like Zelda 1 did. That's one point of reference less.
I'm thinking about larger mountains, but with the same overall shape, like a fractal, with smaller mountains on the slopes.
I'm worried about the player thinking he can pass between the mountains though, so I might have to put some stuff there. The largest ones are like 4x4 16px tiles now. I'm not sure if I should make 2 versions so I can build 2^(4*4) different mountains. The larger stuff might become repetitive more easily than small stuff which doesn't have as much sub-detail.
Also, Scorpion sizes. I tried to make it less of a plain scorpion by doing a heart/ceratops shaped head and a cannon on the tail. I really like how Zelda handled the enemy design with the Tektite being a grasshopper-crab-cyclops hybrid. I want to pull the VnB sprites in that direction, while staying faithful in some way. I tried making the Vulture into something strange tall and black, with a graphical circle on the belly. I think it works better as a 1*3 sprite. Maybe some larger version is flight capable, but I gave this one stubby wings.