Last post... February, blimey!
Well, development has indeed continued, despite this topic's neglect!
So the first thing to show is our shiny new trailer! I think it gives a fair overview of all the additions, changes and polish that the last few months have allowed for (including the jump to a much newer version of Unity and the switch to deferred lighting).
Short Formhttps://twitter.com/ClassicGJ/status/1062784860211892224Long Form
As I hope that shows, there has been a lot of refinements for both differentiating each level's colour pallettes, as well as trying to make sure the art style of each level is unified. The idea being that although each level while feeling a part of CnW's larger world, should also feel distinct and interesting to explore. The fact that I can now post a screenshot from almost anywhere in each level, and have it be fairly obvious from which it hails is a big deal to me!
Additionally after releasing monthly builds to Patreon users, I've been able to refine all manner of things from controls, to camera and even certain aspects of level design. A major sticking point of this has been a better understanding of how to both guide the player, but also hide that fact that I am. Certain things like collectable paths showing hidden areas, cutscene cameras for certain in-game switches and adding small character touches have all helped this; and probably would not have come to mind if not for some fantastic feedback.
That's probably enough waffle for now!