Finally. After a little less then a year there is a new public demo release:
http://www.mediafire.com/?g5k90zgfflxrbz5I will be submitting the game for the NCFC 2013 shortly but last year has tough me you can never get enough testing done. I have two more days before I leave on vacation
so please see this as an invitation to play and try to break the game as much as possible before then. If at all possible I'll try to incorperate all the feedback.
Here is a list of the larges changes compared to demo 15:+ Fixed all known (surface) errors and issues in the previous version
+ The game now has seperate buttons for the two equipable items
+ Massively expansed of dungeon 2 to near completions. (It still likes bosses but it can be fully completed beyond that)
+ Balanced out dungeon 1 through things like enemy stats, placements and (puzzle) designs
+ Spend a lot of time making the coding simplier and/or more efficient
+ Tried to convert to gamemaker studio, got fed up and discarded over a month of work
+ Added another mini dungeon called the gauntlet (meant as a hard mode)
+ Added a one screen mini-cave to the overworld
+ Changed the contents of all the green chests
+ Added a debug mode which can be called by calling your character debug
+ Added new enemies: medusa, trickbox, wizzrobe (alive and undead), large spiked block, more flying tiles, spiked roll (vertical / horizontal), deadrock, tektite (3 versions), octorok / slarok, gibo, guruguru bar
+ Started work on dungeon 2 (sub)bosses: Lanmola and Sanmola
+ Adjusted / improved existing enemy AI for: soldiers, hardhat beetles, stalfos, beamos, cukeman, goriya
+ Enemies can now shoot each other
+ Added desert bushes, piles of stones and trees
+ Added heart pieces and heart containers
+ Added three new types of room transitions
+ Containers can now hide things underneath like holes, stairs and warptiles
+ Optimized the existing tilesets
+ The game's engine now includes: moving platforms, icy floors, conveyor belts and spiky floors
+ Added extra screen resolution (1280x960)
+ Added new character action: idle (=waving to the camera)
+ Added hitswitch that only reacts to arrows
+ Room with flying tiles stay cleared during a dungeon visit
+ Enemy positioning is reset once you re-emter a room
+ Containers spawn their contents only once per dungeonvisit
+ Lots and lots of other smaller tweakes, fixes and additions