I've added a ton of flavour tiles. Many alternative normal ground, stone with a pattern, bloody ground, sand, and several transitions from those to normal ground.
I also added slippery ice which mades you slide into the next tile, which can be spikes.
Also spent a lot of time on a native android plugin to export / import custom adventures as a .png, but the import is being difficult as it requires me overwriting unityactivity, and I don't really get that yet.
The help function is now a grid of tap-able tiles that shows you the name and the description of the tile instead of a counterintuitive tap-to-explain on the main level. A custom sprite font was needed for this as I wasn't going to pixel those descriptions. (Yes, every other text in the game so far is pixeled by hand. I am an idiot.)
I'm also working on immortal enemies you can always see on your grid, even when they are far away. But they move around, so you need to find your way around their patrol paths.
The traffic cone wizard on the picture in a concept for conversation during certain points of an adventure. I've yet to decided how to implement those in the level design, maybe a marker for 'play conversation' and put the text / NPC icon in a metadata pixel row per level. Allowing the player to edit the text is now possible thanks to the pixelfont.