What is not clear to me is the size of things, but now it is easier to show you a level with the visual editor.
It more accurately represents the levels how one imagines them.
I was hoping to release a new version with the improved level editor today, but there are too many little glitches remaining that I need to fix and properly test.
Edit: I just fixed all the glitches and did a short play-test. I'll do proper play-test tomorrow, but if all goes well I'll release the new version tomorrow (monday) ^^
I just released the Endless Thief v0.7.5.
I was inspired by your comment to let players invest a skill point. I don't want to force players to invest in any specific skill. So instead all characters start out without skill points. Players can select a character and freely invest the first 3 skill points in whatever skill they prefer for their play-style. This way, I think it's a good suggestion and an improvement over fixed skill points. Thank you! ^^
The level editor is now using the accurate 1:1 tile scale, so you'll have full control over the tile placement. You can load and save levels from a text file. Or copy and paste the text level into the editor using the Share button.
Since the scale has changed, I recommend you use the enlarged text level version of your level that I posted in this thread last week. Please let me know if you have any trouble with this, I'll gladly help out.
For the next update, I also want to make players freely choose the mission goal from the guild hub. So no more forced random mission goals, except for the first mission of every rank. I do want players to experience every unique mission goal at least once, and then let them choose whatever they want. I hope that's a good idea too.