Recently
Since the most recent update, I've began working on a few key aspects that'll be implemented in the game with further in-depth. But before I start listing the more serious things outside of gameplay, I'd like to go over the recent small gameplay mechanics that'll be more abundantly useful in the game.
Main Menu
The introduction and main menu blend in together very well and work together very fluently. With the randomized Spickles jumping about and the camera floating around a giant sign that reads "The Best Game Ev..." I mean "Darkness and a Crowd." It can't get any more beautiful then that.
Gameplay Additions
So simple yet so satisfying nonetheless. When hitting enter, you get a beautiful close up of the ground and a cutscene of you being dragged to your new home, a cage dangling by a nearly abandoned camp. Thus introducing you to your best friend and companion... "Pestle" (came up with that one on the spot but I think I'll use it)
In continuation, after defeating your first few enemies you'll have access to the new element of fire and the story can continue afterwards. Now being introduced to all 3 elements and the simple gameplay mechanics. You should be ready to start your adventure to save your world from the corruption, that could be the start of a new period in time for the lands of Darkness and a Crowd.
EVEN MORE CLEAR
A lot of tiny aspects have been fixed and changed as well. When you highlight over interactables such as growing stems or burning logs, they begin to ping on the alpha scale, clarifying that it is indeed, intractable, as that's been a complication in the past. But on the topic of clarification, with this minor, annoying pop up, it should become very clear how your controls work in the first place, when the task bar isn't clear enough....
With all of this clarified, it should be VERY hard to STILL not know the controls or gameplay mechanics.
And Still...
I still need to align all of the story, add more the main menu with clickable additions, screens and animations. I also need to fix/make a few more gameplay mechanics such as leaving and entering an area to respawn enemies for farming.
Afterwards I think I can REALLY focus on making the game much much longer. Without looking at the list, im sure im forgetting a few smaller things I need to fix or add, but right now my main priority is to get the first level to blend very well with the introduction.
Oh! and a working map....
NOT CERTAIN
Just thinking of some more ideas. It'd be cool to have some randomized, neverending "Missions" that are simply meant to help you farm before going on your next quest. More or less picturing Pokemon Mystery Dungeon styled story with my gameplay and art style.
It would give me reason to constantly update too with more dungeon types, or small cheap DLC with new dungeon areas or missions or rooms, missions, creatures, abilities, etc.
Might or might not be in the future....