

Torque It's too much work trying to hide who this guy is, as if it wasn't obvious enough already. With this move he can cross through lava falls, laser barriers, and other hazards that none of the other characters can. His attacks have the farthest range of any character, and his flash jump move lets him pass through things without taking damage. Spade He's functionally complete now, although he's still missing a few animations. Her barrier attack has been shifted to the Special button. If she's not standing on an item box, holding the Attack button will allow her to summon her own item block to throw. Milla In addition to her barrier move, Milla can now pick up item boxes in a manner similar to Super Mario Bros 2 and throw them at enemies for extra damage. I figured that I should get them implemented in some form as soon as possible so that it'll be less of a headache later on.

Thanks Windybeard! :D I've been putting some more work into the new playable characters, as promised in our Kickstarter. Figured I would mention this here in case anyone's floating around that might be interested. But, yeah, we're planning to work on some more characters, baddies and NPCs and grabbing another pixel artist might help us speed up the process and get the game out in time.

It may not even be that much of a problem since the first stage is by far the brightest and I tend to be better about the background being darker and the foreground objects being lighter as the stages go on.

I'm fond of the game's style, but there can be problems discerning background objects from foreground ones at times. Anyway, I have been meaning to get someone's help with touchup work on the foreground objects in our game, but I should probably wait until our Kickstarter is over to see what kind of budget I'd be able to work with. We may still tweak a few things, but we're pretty happy with it so far. Widescreen is now the default resolution, and we've changed the hud to compliment the extra space: The circular life flower will be missed, indeed, but we think we're going in the right direction and it's just a matter of getting used to the new hud design.
