I haven't shown much from the sixth of the game that will constitute the "Present Age" dungeon; the broken down space station / skyhook. The surface of the present is covered by hulking black robots and death machines that are half skynet, half iron maiden album cover, but the aloof sanctuary miles above is meant to reflect a stark contrast- yet in disrepair and areas that break away to open space, torn apart by a a 'Time Dragon' I've been cooking up, that should be quite memorable boss battle.
I'm still ~5 enemies away from finishing up the enemies section, which is now according to my quota 1-2 more basic enemies, 1-2 more 'support' enemies, 2 more outsiders and maybe beef up the past with 1 more basic enemy, since they're too complex. But these basic enemies are very easy to dish out, I can make one like that Crab-bot in a single day. One sitting of drawing, a lunch, and one sitting of implementing.
Some of the more complex enemies give me some working room for doing puzzles, the one I did last week shoots a heat seeking missile that follows you, something I could work into the sort of "Bullet Bill" puzzle nintendo used in super mario galaxy, where you have to guide it into something to blow it up. But to stop it from being a shameless clone, I think I'll make that require you to navigate a totally ridiculous set of lasers and traps that are impossible to get around until you slow down time to a crawl and rewind it if you screw up. Hoh boy, is this game gonna be a riot when I get to level design in a few months time
..unfortunately, I'm going to have to take up few weeks off to redraw older enemies to uh, bring them up to on par. Theres maybe 5-6 that simply don't look good.
EDIT: Oh, and a shot of what that previous Mage looks like when he fills the screen with his fire attacks and summoned imps. Sorry about the blue, but its hard to catch that in action without slowing down time a ton!