on the other hand, levels 1 AND 2 are coming along nicely. here's a room from level 2, as well as the boss battle. it's moosh's monarch ascendant script with custom ether sprites!


some level 1 screens. interpret the oracle/GB references however you wish.



the mini-dungeon formerly known as rotted stump has started being reworked into what i've called "greatwood cathedral". compared to the previous two mini-dungeon reworks, i want this one to be more puzzle focused. note to self, get someone to fix that colour cube script (it is broken)


and a slight quality of life improvement, and a nerf of sorts. the subscreen has had some items and equipment reshuffled.

when i first implemented moosh's seed shooter/satchel script, the ember seeds weren't triggering burn flags at all. unsure as to why, i carried on with the quest without ember seeds being included in the two demos. i was messing around with the two unused seeds (ember and scent) the other day; upon realising that burn flags were being triggered by the seeds finally, i put them back into the main quest.
this was an easy decision to make, as the lantern weapon was overpowered, acting as an AoE with no drawbacks - i don't and won't have magic/stamina/etc in this quest. by capping the uses to at most 20 at a time, i hope this encourages the player to be less reliant on fire.
this also means the lantern becomes its own piece of equipment as well; it technically fell under both items and equipment courtesy of dummy item bundles. now, it's its own standalone item - it'll still be acquired from a shop like the demos, but the seeds will be acquired automatically from - oh, go play the demo already
finally, the red potion is now "equipment" too - no longer will you have to worry about accidentally pressing A or B and using up your potions! it now works like the GB potions, where it heals you upon your health reaching 0.