Happy St. Patrick's to you, too!
The Zelda game I'm a bit fond of was "Tri-Force Heroes", and its about its 10th anniversary for that game.
It kinda gave a neat change in the series for once, such as, saving Hytopia's princess from a horrid fashion situation caused by Lady Maud herself, rather than Zelda from Ganon, or whoever else from captivity and stopping them from ruling Hyrule, and any other kingdom they want to conquer, not that it gets tiresome, mind you.
Among a few changes in that game, the dungeon progression structure is what was changed from most games; venturing each dungeon in The Drablands that's been treated as a regular, linear stage, somewhat, avoiding dangerous traps, stopping numerous monsters at every corner, and collecting additional goods for the town and the team to get to the goal at the end, all still harboring what's made many Zelda games great.
Moreover, each area's second dungeon holds a mini-boss, which are all, undoubtedly, stronger variants of enemy monsters in Zelda history, both past and new, but with unique designs to stand them out instead of being just time and resource-saving copy-and-pastes.
Small fact: Mihikaru Oiwa from Grezzo, the developer company behind that game, is responsible for designing ALL of the bosses, including the mini-bosses.
Sure, that game is not without complaints, especially about the multiplayer, but, a different change of formula and pace is sometimes good now and then.