Definitely Zelda inspired. Neat little game. Clearly a good amount of effort went into this! If I could offer some constructive criticism for the general game design:
- Making the "A" and "B" buttons alt and ctrl when using keyboard is a very odd choice. Consider picking keys that are more comfortable to use with WASD.
- There are too many screens that serve no purpose besides having some obstacles and enemies on them. It makes backtracking and navigation tedious rather than exciting. Make sure every screen has a "why is this here" answer for it. For example, in the OG Zelda, every overworld screen contained something. Whether it was a secret, a shop, a dungeon, an item, or served as a biome shift. There was rarely, if ever, a screen that just had obstacles and enemies for the sake of obstacles and enemies.
- Consider making obstacle destruction permanent. If you've obtained the item that allows you to bypass things like boulders, having to blow them up again every time you re-enter the screen is annoying. Edit: Actually the fact that everything resets totally softlocks you in the first dungeon.
P.S. - Is the music supposed to be an Always Sunny in Philadelphia reference? It sounds like "Dayman" hahaha