Serial Experiments Kid
Also, the treasure chests are already a bit common in fangames, but this game gives a Zelda-ish feeling, thanks to its puzzle-oriented nature together with the constant need of unlocking different paths with different items to progress in the game. I honestly would like to see a few more items, like a Hookshot, or maybe a Spinner, but that would probably be asking too much.
The stages are also incredibly great, mainly Stages 3 and 4. Stage 3 has the Great Bay Temple (From Majora's Mask) music, and the stage's design also reminds me a lot of that dungeon, in a really good way. Lots of switches, puzzles and exploring. By far, my favorite stage of the game. Stage 4 is also good, featuring a sub-boss for the first time, and lots of funny, well-made and well-animated traps.
Being able to switch between weapons with X + arrow keys is quite useful once you know where each weapon is, since you can switch instantly between them, allowing a much more flexible game (Try switching weapons in any Zelda game. You'll understand why did I like this game's system so much).
The bosses are a bit tough and simplistic at the same time, but still fun (The first one is a bit too RNG-based, but nothing that will take you more than 20 tries, if you're really unlucky).
Now, moving on to the bad side...First off, the story is in japanese, and there's no way of translating it. Meh. Awfully high death sound and sound effects, with a fitting restarting music. Way to ruin the mood. I really didn't like the platform wheel screen in the zoomed in stage. Memorizing where each fireball is coming from and avoiding it while making the wheel move is really annoying. And the last boss' spinning attack is one of the most boring and pointless attacks I've seen in a very long while.
That being said, the good parts are awesome enough to make up for the bad ones, I guess. Would recommend.