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And there’s day 3!

The last thing I said yesterday was that I wanted to “rethink the palette and make the whole thing more pleasant to look at”, and I definitely think I managed that. I swapped to the mulfok32 palette, simplified the details that were more noise than signal, and I’m not planning to change that again. Gotta keep moving forward!

Here’s the map as-of day 3:

The wind turbine is mostly done-enough (but watch out for the softlock at the top if you play today’s build), and the first room in the lighthouse is totally done.

And speaking of that first room; the goal of The Lighthouse’s Keeper essentially boils down to “light all the candles”. Each room starts in a drab, “broken” state, and lighting a candle in a room repairs it. It’s a very simple effect, but there ain’t time to go overboard.

Also, the map is now no-longer fully traversable. That’s right! A metroidvania needs locks and keys, and the first locks are in place. The keys, on the other hand… well, that’s a job for tomorrow.

Give it a play for yourself at https://pixelsallthewaydown.itch.io/the-lighthouses-keeper, and thanks for sticking around!