Just played this. Your flavor is great; you're excellent at creating setpieces for a dungeon, and making use of all the space. There are a lot of memorable moments which I suspect will make your dungeon stand out.
Mechanically, I wish you expanded a bit on more of your ideas. You often had an idea, like using the chain to shield from the wind, which you would reuse once or twice and then never take further. I mindlessly grappled every chain I saw, did the challenge in time, and that was always the correct answer. For Chains + Grappleshot, I would have liked to see, for example:
- A chain you want to pull out from the wall, but then you have to pull it again from farther away using the Grappleshot, and as you move away from the point of origin, the terrain gets tricker so it's harder to reach the chain with your Grappleshot in time;
- Grappling multiple chains at once to unlock a door - preferably in an area you can access before the Grappleshot, so players might try to pull it manually, fail, and realize they need an item, which will cause them to think "aha! I can come back and do that now";
- Grappling multiple chains from a wall to stop something like a bomb being fired at the right place to blow up boxes in a sequence;
- A situation where you want to grapple a chain at the correct location, which could potentially be changing due to a moving platform;
I felt similarly about the use of floor tiles. I was expecting a larger puzzle involving the Grappleshot and the floor tiles, but every combination of the two mechanics was fairly shallow. You always Grappleshot from outside the field of tiles.
I also felt that some of the rooms were busy-looking, like the downstairs area with the chain and the poison covered with grates, and the main area just before the boss room with the three keys. That's a minor gripe though.
I enjoyed playing through this dungeon! I don't know how much of this was due to the time limit, but I really would like to see an expanded version of this.