
What's new
I've merged the "Base Defense" and "Golem Assault" levels. Now it is "Phylactery Defense". There are three spawners still, but instead of a hot-air balloon that kinda brings them back to life without really indicating that it'll do do, you have a golem. It walks slowly to your base and attacks it (pictured above).
He now has a weak point on his chest, with a ring around it as a healthbar. He can die now. (Pictured below).

Once you kill him and all the enemy spawnpoints, you win! The teleport circle will open up to welcome you home. Fly around at your leisure until you're ready.
Oh, there's also this.

I've rearranged the circles, and added two more. They let you toggle the music, both in the level select room and in your missions. This gets reset back to 'unmuted' when you open up the game since I don't have any save files (yet).
What's next?
I'm going to make the Phylactery Defense level more complete, more interesting. Maybe do those obstacles I was talking about.
I think I'll also make 'toggle grab' versus 'hold grab' its own pair of settings magic circles.This will change the way you hold onto the harness, or onto swords or spells.
I'll have to give the golem a cooler death. At the moment, I let the golem fall through the player because letting the player stay attached to the golem as it falls is really nauseating. Having the golem clip through the player breaks immersion a bit though. I think I'll have the body break apart, crumble, and fade into the ether. Maybe shove the dragon slightly like with 'activated' body parts.
Dragon needs textures now that everything else has gotten them. Gotta figure that out. Same with swords and the clockwork zombies. Graphical touchups all around.
Needs more sound stuff, too.
Soon I'l be making a more-better-harder trailer for this game, since a good number of features have been added, and aesthetic progress has been made!