Well. It's been a while.
So, I quit my job last year to work on this full time, because it needed a thorough beating with the rewrite hammer. This was due to it becoming ludicrously overcomplicated from a programming standpoint (seriously, the way I was doing my enemy behaviour was stupidly over-engineered and, frankly, poop), and the scope of the game was drifting somewhat and there was a lot of pie-in-the-sky stuff in there.
Weirdly, since going back to basics, I've actually managed to include more features than I ever thought possible in the first place (and I've got most of 'em working already). This is going to be a game for people who like to solve puzzles of ALL kinds, while playing through a (hopefully) funny narrative and smashing a load of enemies in the chops with scads of different weapons. I suspect that might make its appeal somewhat niche (as you have to like platformers, puzzles which require figuring out clues and/or logic, and stupid jokes), but it's the game I've always wanted to make.
Oh, and while graphically it looks like crap at the moment - because it's all my own temp art - don't worry, Ptoing's still on board and he's gonna make it look super nice. Also, BMcC's joined the crew and is gonna make it sound super nice.
So, just to prove I've actually done some stuff - here's a short video of me messing around in a test room.
Obviously, there is still a TON to do, but there's also a CRAP-TON of stuff which I'm not showing in the video because I need stuff to talk about in subsequent posts on the devlog, which I hearby vow to update weekly/weakly.