It’s an overdue category, really, since there have been a couple of things I could well have blogged about in the past that’d fit it like a glove.
Recently, we’ve added several levels to the latter half of the seaside environment; these go right before the town. (Cred goes to a friend of ours by the nick “shadowmaster” for doing some of the heavy-lifting there.) These flesh out the area to be decently interesting to play in, and have a number of puzzles and secret areas in them, unlike the prior levels which are significantly (and deliberately) simpler.
Right before the town, we’ve also added a shop, with items you can purchase; the list of purchasable items is not considered final, because although they’re neat ideas, some of them might be destructive to puzzles and such. If so, they’ll be replaced.
We’re also hard at work putting together the town; we’ve already got a small “miniboss” fight working, where you square off against some of the henchmen of Milgram (known as the “Milgramen”), who (as you’d know if you’ve played our previous releases) has taken the town hostage. These soldiers are guarding the gate to the town, and ambush you as you try to talk your way in.
The town itself is also being worked on; the whole environment will be very different from the relatively free-exploring, fight-with-random monsters levels that led up to it; it’ll have doors to unlock, and puzzles involving the rescue of various townspeople (a term which is understandably used quite loosely). At the end of the town, you’ll be treated to the very first boss fight of the game. 😀