Dude. Please, do NOT change the name because Brits pronounce it oddly. Yes, I realize their version of English predates ours - but it's also the MINORITY when it comes to pronunciation around the world. I taught English in Korea, and have many friends who have taught all over, and the vast majority of schools teach American English.
All that said - if you want to change the name because you think it doesn't quite fit perfectly, by all means
I don't think it's a bad name - but I agree that it might not be quite fitting for a game, but more for a novel, etc.
Haha I am Australian though, I think we are supposed to follow our convict forefathers! I agree, it is a bit much to change it over such a trivial reason but it just really doesn't sit well with me somehow. I quite like the new title knowing what the game is about, at this stage I will probably keep it. I don't care too much for widespread appeal and sales, though I'll probably regret my choice after release and less than ten people pick the game up ><
#Update 14
I've done a whole lot of work since but I don't want to reveal too much. Finished implementing the first boss, which I think is quite a milestone. Only like a dozen more! Made some great amendments to the dialogue system, it's really easy to create dynamic conversations with characters.
There's been a whole lot of other things implemented since, but one of the more interesting features is the audio engine. There's a few different layers, one for the main track, one for ambient looping sounds, and an override track. The override track is triggered when the playable character collides with a bounding box defined by the track, then sets the main track to the background, tweens it to a minimal volume, while the override track plays on top at a normal volume. Some characters have their own override track that is triggered when you approach them. It works really well!
I also have a multi segment audio track object - Basically this is a track split into various clips, and the game dynamically chooses what order to play them in depending on what some predefined conditions have been set to. I pretty much made this for boss fights, so different parts of the track loop depending what phase of the fight it's in, and to sync events to the beginning of tracks.