Tonight I added new meters and objectives.

In this screenshot, the player has just activated an emergency beacon - the objective of the level. Doing so alerts all NPCs of the player’s presence, so getting to the stairs will be challenging.

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Another new objective is killing some “super eggs” before they hatch. The game displays a bar for each egg, showing how close it is to hatching. If an egg hatches, you fail the objective, and don’t receive any upgrades for completing the level. Also, a Queen hatches from the egg.

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The first new meter is the compass. It shows the shortest distance (ignoring NPCs) from the player to their nearest objective, or the stairs/exit if the level’s objective is complete.

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The second new meter is the “metabol” - a weapon which emits a wave that slows the metabolism of enemies, effectively delaying their transformations. The alien special infesting the dungeon has a life cycle of egg -> larvae -> chrysalis -> arachnoid/beetoid, and super-egg -> queen. Enemies tend to get tougher the further along the life cycle they are, so a weapon to delay this progression may come in handy.

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After activating the weapon a wave radiates out from the player, delaying everything it touches.

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Here’s the aftermath.

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There’s one day left! I’m almost finished adding content. I want to add two more meters: one which allows the player to teleport a short distance, and another which pushes away enemies which are close to the player. After that, I’ll be play-testing and polishing.