Thank you for your words, sopu. :)
They are very motivating to me, since I started developing my second game just few days ago - and I'm both excited and scared.
Actually, I haven't played a lot of top-down action-rpg (as an example, I'm ashamed to admit that I never played a single Zelda).
Nevertheless, I always found very appealing the top-down perspective: so simple yet powerful.
Some have defined my game as a "pixelated Darkwood", which is funny because I swear I played Darkwood for just three hours three years ago (Steam is my witness! :D); it is also pretty inaccurate, since Darkwood is based on procedural and crafting mechanics - which I personally don't like, despite having loved the atmosphere of that game.
As a matter of fact, a couple of months ago I installed Darkwood once again just to make sure I didn't steal something unintentionally: and I was shocked because the intro begins with "I see hatred and fear in their eyes"... :D
Other than that, and the (not very original) finding that also Lockwood is isolated from the rest of the world, "no roads in or out", I don't see many similarities between Darkwood and my game.
(Ok, let's throw in the "-wood" part of name too - ha ha)
In short, I really couldn't say if a game (or more than one) in particular inspired me.
I think that I've tried to put together some atmospheric elements that impressed me (one among all: the intentional vagueness of Dark Souls' lore) with the aesthetic of totally different old-school games that made me dream (without pretending to be philological, as demonstrated by certain not very 8-bit sound fx).
Ok, I've been boring enough, but I have to say one more thing: you should definitely try to make something yourself!
They say the hardest part is starting, but I beg to differ: the way I see it, the hardest part is keeping up. However, since it's also very rewarding, shouldn't probably be hard at all! :)