Nothing to let you nice folks test, but there have been some updates:
-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)
-placed high XP enemies in dungeons on a respawn cooldown
What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon
-keys based on enemy kill now implemented
-Guma enemy idea added
Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES.
My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP.
However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.
![](https://cdn.discordapp.com/attachments/80669437262303232/366051701028945921/unknown.png)
-Stalfos are in the game and almost done. Their movement is still a little bit funky. I think I also want to speed them up.
-Darknuts/Ironknuckles are temporarily in the game. They cause no damage and can only be killed in the Debug room with the Lightning Medallion.
To Do:
-finish laying out some enemies in Parapa
-finish out sandpit enemies
-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)
-implement holes to fall into
-implement the falling bridge that were in dungeons in Zelda II NES
-add some NPCs to Saria
-make a cool little mini dungeon for the North Ruins for the Saria statue quest
-work on Keese movement
-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'
-add Parapa Desert Heart Piece