Yes, I had already named another stage Mycerinos, but given the way that the list of levels has evolved, the name now makes more sense for this one.
The list of levels has evolved, and continues to evolve. Between S-panto spicing up some old levels and the new stuff I’ve been working on as the skill check run before the final boss run, this game is looking more and more like it’s got a good progression with good challenge.
I also came up with an idea for a boss that I think would be glorious if it weren’t so clearly taken from a certain other arcade game. I don’t even think I’d be able to swing it as a reference. Maybe I would! I will probably try it anyway, even though it will take a solid day of coding at least.
But first, levels. And level selection. Lately I’ve been leaning more toward just having a barebones list of levels, a la Monaco or EDGE. Compared with the current world selection screen, with its cutesy doors and secret passages, it would allow me not to worry too much about which things unlock which and so on. It would also be faster to use, which will be critical when people inevitably speedrun the game at AGDQ 2016 thru AGDQ 2046.










