
What's New?
I made a new model for the Clockwork Zombies. They look like this now, which I hope is a little closer to "sack of flesh put into a shell for reanimating":

It only looks like this in game right now though. The import didn't go so great for some reason.

Endless mode. The Phylactery Defense level got updated with a setting that lets it spawn enemies until you die. Things get progressively harder, until like the 5th wave.
The ship has breakable braces for the balloons now. The balloons break away. The idea is to 'sink' the airship. No actual 'win' yet, though.
What's next?
Finish the airship level! The ship needs to teeter/tilt awkwardly when it loses a balloon, and finally dump its passengers and sink when it's out of balloons. Then I need to figure out where to spawn the 'victory circle' when there's just the open air.
I also realized this mode lends itself well to flying enemies. Where it used to be a pain to handle both terrain pathfinding, vertical movement, and such, this eliminates a lot of the complexity. Expect enemies that try to keep you from reaching the ship, and maybe a larger distance to close to get to it.
More texture/model updates. Especially for the levels. They're largely featureless, flat textures and that bothers me. I have more tools and time to dedicate to making it look good.
Endless mode probably needs tweaks to the dificulty curve, namely making more of it. This whole game probably needs balancing to make it more challenging, really.
I want the maneuvering of the dragon to be more meaningful, too. I think I might give an impact while landing. Maybe add some small trees that just get knocked over if you run into them.
