Hi TIGSource!
I've been a long time lurker here and finally got up the nerve to post a Devlog on my game "Tower of Guns". It's similar to Paranautical Activity/Fancy Skulls/DeadPixels in that it's a combination of rogue"lite"ish elements (randomization, permadeath, steep difficulty) and the fast paced action of a twitch FPS, with a little bullet-hell-o-rama thrown in for good measure. I started building this about a year ago exactly and have had a decent amount of press since then, which has been incredible and really motivating...I've had a long-running daily tumblr too, but thats mostly for boring daily stuff. I'd like to actually *contribute* to this community a little--so here's my thread!
Anyway, the point of the game is to get to the top of this tower:

Along the way you wander through randomly composited levels (from a pool of optional rooms) and fight a ton of weird robot enemies like some of these guys:

and these things:

The team is pretty much just me, though I contracted my brother to do the music and my wife acts as a producer, helping to keep me on track...since I very often want to go down paths toward "cool things" that no one will ever notice.
Here's my greenlight page, which has more screenshots and an old trailer that I need to replace:
http://steamcommunity.com/sharedfiles/filedetails/?id=132007077If you're interested in trying the game, I'll eventually make a free demo, but for now I've just got pre-orders/early-access set up on my site (with a humble widget, here:
www.towerofguns.com).
OK, boring stuff out of the way, here's the juicy list of progress:
-most hud systems complete
-most gameplay systems complete (leveling, story, items, progression, unlocks, etc)
-30 of 60 items complete
-1 of 7 levels complete with randomization pools of at least 30 arenas (this is the biggest task remaining..can't have a game without places to go)
-4 of 7 levels blocked in
-6 of 12 bosses in varying states of completion
-28 of 35ish enemies
-8 of 10 guns
Remaining major things to do:
-finishing story tech and implementation
-adding key rebindings
-adding more options
-UI scaling
Stretch Goals:
-adding a system I'm calling "superunlocks"
-adding additional randomization (more arenas)
-additional levels
Anyway, hopefully I can keep this devlog updated!