The second stage of the game is finished up. I think the most time-consuming part of making this game is the testing. While playing through I have to assume the role of several different people. Fun Gamers, Strategists, Cheaters, you name it! I run through each level several times only to realize I need very minor changes. The design and execution always seems to be a breeze but squashing these bugs keep me active.
The new stage is called Kamiros (based on the same Kamiros on the Island of Rhode.) It's the first, and mostly likely last, stage to feature underwater diving. The bar on the left underneath the HP gauge is the air meter. It slowly counts down during your time underwater. Instead of using air bubbles or collectibles you're able to regain air by simply jumping out of the water. Movement slowdown is also implemented. The second you crash into the water you're somewhat under it's control. The enemies move much faster than you but you still have strategy at your advantage. Later on in the stage rotating blocks are used to create door puzzles. Using the stepping gems you can rotate all the blocks in the level, only problem is the second you make a path for one door, another is blocked off! The stepping gems are scattered to make the puzzle interesting.