In a effort to keep myself on point with information (and general transparency), I've thought it best to start a Development Diary thread in the spirit of the ones Hellscrag, our site founder, used to do. Even if this gets updated only once a month, it will be a way for me to provide consistent updates on exactly what's happening on the project as well as nagging myself not to slack off.
For the sake of the first post, much of the early work that's been done post Demo release is to address issues and comments brought up during the try outs. Most adjustments have already been incorporated. Map 2, in particular, has generated the most amount of feedback.
Map 2 Changes wrote:
-Closets before Nibo/Fans have been opened and feature rooms.
-Big lift by the Nibo/Fans section has an additional switch on the bottom level.
-Glass Door into the steam section no longer lacks player/projectile collision.
-Vinzor's spawn is now more dynamic and not exploitable by fleeing players.
-The unpopular jumpboot puzzle to reach the upper steam area node has been updated to focus on unlocking the hallway side door instead of requiring the player to find boots and make a jump.
-Nibo the Sage is being adjusted to have more dangerous attacks. Conversely, Azagor the Blind from Map 1 will be reduced in difficulty by a substantial margin.