Quicksand-S - I want to improve the sky color to do a color sweep when the sun rises and sets. There are some console commands that control brightness like finalBlurAlpha and ambientLightColor. I will get better brightness control and true gamma correction in at some point.
nachobeard - When you jump it applies a constant force for as long as you hold the jump button for up to .5 seconds. The reason for this is to make it easier for players to control the height of their jumps. Maybe I should tighten it up? I'm not sure what to do about the aiming thing, I think its more a design challenge now of how to get the player to not over think it.
ithamore - Wow man congrats! Really cool that you found an outside the box solution. I'm thinking about tweaking it so the homing orbs are slightly easier to dodge. It probably said under 6 because if you die it doesn't clock that time. I hope you still got to see the some of self destruct sequence, I put it in to give the player more a sense of closure when the game is done.
Other updates...
I have mostly been doing a cleanup and optimization pass on my engine this week. Its running nearly three times as fast as before. The cost of rendering each light is significantly faster now because it pre-renders a double sized shadow map of the entire scene only once and re-uses it for each light rather then re-rendering the scene for each light. The main tradeoff is it needs a larger texture for the global shadow buffer to save resolution and it is slightly slower in situations where there are very few or no lights. It also dynamically caches vertex buffers for terrain as new patches get in the window. I was drawing each individual tile as a separate draw call which I knew was slow. The new way greatly reduces the amount of draw calls for terrain at the expense of a small spike when you cross terrain patch boundaries.
Lots of editor bug fixes. Added a simple system to hook up high precision profile timers, you can see the display when you hit F6. I also added neat a feature to the lighting system so some stuff can be semi-transparent so only that color of light can pass through, so far only the doors use this. Here's a screenshot where I'm shining a white flashlight through a red transparent door...
Many small gameplay improvements: Red doors now open with 1 rocket but stay locked. Better gamepad support. Improved some sounds effects.