Well this is the worst devlog in the world, I be so ashamed.
Anyway I updated the first post and I'm dredging this because I seek your wisdom tigs.1.
Currently there's a simple tacked on narrative and boss mechanic. The rooms are split into islands, when most rooms are complete it opens another island. When all rooms of an island are done it opens up a boss room which is just a harder room featuring a huge phasm, which when complete opens up a poetic phrase that eventually builds to form a simple ambiguous story. The room selection room is groaning under the stress of fitting in all these islands and I can't help feel these typically gamey mechanisms serve little purpose.
There's a lot of gameplay variety in the rooms, some are pure puzzle, some are pure action and a fair few are a mix of both. Currently the islands have a mix of rooms based just on difficulty. I like a lot of different types of gams so I'm fond of how you never know what kind of room you'll be facing, but I'm rather worried this will alienate a lot of people that say for example buy the game because they just like puzzle games, in which case they would have to struggle through those actiony parts just to get some more juicy puzzles.
So with all that in mind I have two possible approaches of which path I'm unsure to take. I can keep it as is with the typical gamey boss/narrative mechanics and random gameplay rooms. Or alternatively I can make a grid based room selection level where they are ordered based on difficulty and the type of gameplay. So if you only want to play puzzle rooms then stick to one side and indulge, action is on the other side.2.
Discovering the rooms mechanics are based pretty much purely on experimentation. In the vid linked in the first post the dude couldn't figure out one of the levels and I'm a bit paranoid I've made some mechanics too obscure to figure out. I basically need a few people to have a quick play of the levels and tell me if something is crazy hard to figure. So if you want to help test just reply or pm me, I'll be sorting out a build sometime next week.
So my plan right now is to polish off the existing final rooms, polish off the audial and visual stuff so the game is pretty much in a complete state then after that just keep adding new rooms until I run out of ideas. I have about 13 solid room ideas written down but I keep noting new stuff down (I'll never finish this bloody gam).