>>16717318
Minish Cap has only 4 mcguffins to get, 5 dungeons to get them, and then it's off to the endgame.
Where it shines is that the areas outside of town are practically dungeons on their own; getting through the swamp requires a good amount of maneuvering through its mazelike structure, the death mountain analogue has lots of up and down as you piece together the path and assemble the tools to scale it, etc.
The kinstone fusing is a cool mechanic on its own but it takes away from some of the appeal of exploration in Zelda games, IMO; all too often you fuse a kinstone to reveal a secret and think to yourself "but I was just there"
The DS titles would have been immensely better if they hadn't forced you to use the stylus for basic controls. Granted some of the special items would have required them anyway, like the controllable boomerang, but forcing it for every little thing is absurd.
The controls still feel of waggle in Phantom Hourglass but are much more responsive in Spirit Tracks
bonus points to Spirit Tracks for being the only 100% canon Zelda title where you can control Zelda herself
However, there are patches to both DS games to make them play with the Dpad and face buttons. See below
Phantom Hourglass not-shit hack (there's an older D-Pad only hack. This is better):
http://www.romhacking.net/hacks/2248/
Spirit Tracks not-shit hack:
http://www.romhacking.net/hacks/2235/