I don't know if anyone's done it already, but doing a rod of seasons using dynamic tiles and map:set_tileset() it should be relatively easy, compared to other main, game-wide mechanics at least. All the aesthetic changes would be done using matched tilesets, and then whatever dynamic elements you'd want on each map, you could define on a map-by-map basis. I don't think it'd be one script you could copy and paste though, so you'd definitely want some experience with the engine first.
For masks, I can see how you'd do a few of them fairly simply, the most labor intensive thing would be the graphics of your hero in each mask. The Solarus engine is a lot more flexible than project Zelda, but it requires more front-end investment in learning how to use the engine and writing scripts.
For masks, I can see how you'd do a few of them fairly simply, the most labor intensive thing would be the graphics of your hero in each mask. The Solarus engine is a lot more flexible than project Zelda, but it requires more front-end investment in learning how to use the engine and writing scripts.