Now that we're back to normal progress updates again, here's a quick reminder of what's coming in the Fort Gloom part 2 test build:
Looker Eye major boss
Bruiser Ghost special entity and ghost hunting quest
Sewer section below the castle
Finger beam spell (shoot a beam of magic)
More outfits (thigh-highs and bunny tail?)
The estimates in each section are guesstimates, and the work may take less or more time. We're currently 2 weeks in.
🟦 Level design (1-2 weeks)
I'm mostly done with this, but I'd like to tweak some things before I consider it fully done - mainly adding more interactables.

🟦 Looker Eye boss (2-3 weeks)
I've worked on its moveset - given that it's a big boss I want it to have at least 5 unique moves, which is why I expect it to take longer than the usual minibosses. Currently I'm experimenting with 3 moves, but they are pretty experimental. The animation core loop is work-in-progress too.
🟦 Bruiser Ghost entity (2-3 weeks)
He's like the Night Seeker but unique to Fort Gloom and will be pretty strong. I've worked on his moveset - I want him to have 4 moves, all of which are work-in-progress - you can see his WIP magic throwing move in the GIF. His animation only needs a few more sub-animations to be finished, and maybe some tweaks to what's there already.

🟦 Finger Beam spell (3-5 days)
I've got a static player sprite for this, which I'd like to animate a bit before release, and hopefully improve the VFX a bit too. The gameplay/behavior of the spell has been implemented and I consider it done but I might tweak it a bit.
I've also added a supersonic-speed upgrade for the Side Dash that turns it into an instant dash - which is both fun and dangerous :)

⬜ Quests (2-3 days)
I'll start working on this after the Looker Eye boss and Bruiser Ghost entity are done, because they're what the quests relate to.
⬜ Testing/bugfixing (1-2 weeks)
Will start when the above is done.
Otherwise I've been bugfixing and improving old stuff
The spell menu now shows toggleable spell upgrades directly, instead of the items menu
The Flower Lady boss has been made a bit less punishing
The Moon Rabbit player teleport logic should be more reliable
Successfully landing a spell on an entity recovers some energy
Improving some old animations
Next I aim to work on adding more missing sound effects, testing co-op, and making a small trailer, before finally releasing a public demo on Itch.
That's it for this update. I'll be back in around 2 weeks as usual, so I'll see you then!