This game is an exceptional execution of it's design goals. Runs without issue on linux.
It's an extremely well done game, all considered, well deserving of high marks. I'll almost certainly be playing the next game in this series which was recently announced.
I have two criticisms and a mechanics quibble.
First the quibble, which, while frustrating, did make combat more challenging. That is, why does your character move forward when your sword hits an enemy? Early on this makes it difficult to hit enemies without subsequently being pulled into their hitbox and taking damage. Along with this, sprinting right after hitting an enemy with your sword causes you to sprint forward instead of in the direction you're holding, causing the same sort of issue. Why this is a complaint at all is I'm not sure this behavior is even intentional, as it is inconsistent and swinging your sword without hitting an enemy doesn't pull you forward at all. That is to say, I believe it would be better if this behavior were either more consistent or different altogether.
My primary criticism is to do with the occasional jankyness which is rooted in reliance on the Unity engine instead of more custom solutions. It's most noticeable in some screen transitions, especially in the directional maze, but also in the less than ideal map implementation. All and all it works plenty well, but could be better. As an aside, it would certainly feel more retro with a more restricted game engine requiring cleverer implementation, but this is not necessarily reasonable to expect.
My second criticism is thematic. I never liked this idea of muddying the water between good guys and bad guys. Bad guys are bad because of what they are. Monsters are monsters. I get it, it's lighthearted, saccharine even, but Zelda is plenty lighthearted yet remains grounded by drawing a much more definite distinction between monster and not. While brain-dead in this regard, it doesn't get in the way of the game being fun.