Thanks for the support as always, guys. It helps keep me motivated. A lot.
@SolarLune: Yeah, I think this is more the direction I want to go with the player sprite. I feel the new one is more readable, and I've come up with a loose story that this design will mesh with more easily.
On that note, I've been doing a lot of work on the sprites in general, lately, and I'm pretty pleased with the way things are going. The larger format has allowed me to get a bit more creative with enemy designs. Take the new lobber, for example:

or this cute little guy:

The clock in both shots is purely for testing purposes, but it will play a semi significant role in the final game (albeit from behind the scenes).
Enemy behaviours have been improved, generally, and player control feels a lot tighter than it did. I've noticed in the past that certain problems seem to crop up when working with incredibly small sprites, attempting to convey interesting designs being only the most superficial. The artistic change in direction has been good, is what I'm saying.
Things are still very much in, like, a pre-alpha state. Everything needs a ton of work, many features haven't been re-implemented since my decision to start from scratch, and much of the stuff I intend to put in still only exists as half formed ideas. That said, I'll try to post some new content/videos/whatever soon.