Hi gamedev4life,
I agree with it all! Except the first one - I actually very much want it to keep the same mood and (some of) the gameplay styles of the SOTB games. The only thing I'd like to avoid is people thinking it IS Shadow of the Beast. Of course, there'll still be some who think it but I believe I've reached a good medium with the visuals now. It takes some elements but has many new ideas.
SOTB1/2 give off a great mood and that is something I'm conveying somewhat in the context of this adventure. To be honest when you get down to specifics from an artistic standpoint, I really don't like a lot of what the games do visually - so by no means am I trying to emulate anything.
A side by side comparison would show how different they are basically. Gameplay wise, it's going to be very very different.
By the way you've only been seeing the base tiles and incomplete background of one level, while each level is going to have a completely unique style. One level even has it entirely in silhouette with a bright morning background, keeping a very strong mood behind it but with a splash of hope, later in the game. In this setting, puzzles involve deciphering the shapes around you and more. It's going to be great.
By the way I wont be changing the tiles, I have a system for correcting slope movement.