So what's new?
Well, I've gotten a bit lost on what's changed, actually, but here's the gist of it:
To live or not to live
The lives system is now nearly implemented. Unless something apocalyptic happens, in the final versions you'll start off with some amount of lives. Dying will place you at the last Monolith you touched. Lose all lives and you get the privilege of starting the game from scratch :) Losing a life will also make you lose any accumulated points, if you're into that.
Playtesting and fame
We've been to Microsoft's Game Dev Camp at Lisbon and showcased a hastily put together demo. Unfortunately it was a buggy mess but you can see this for yourself in the latest video:
Good gracious me!
Yeah it's a buggy mess. We did however learn a few things from playtesting, like increasing radius for attaching the boomerang into surfaces, and narrowing the grates a bit, so it's not as easy to grab them at an undesired point.
Grabbing surfaces was highly polished and now looks incredibly smoother (no more twitching directly into a wall for instance).
Nuno (that's the other half of the programming department) also assures me enemies will soon stop digging into the ground in terror as they see Slinki approach.
Oh yeah and here's the money shot: the nearly done geometry and placing for Level 1!