Ended up spending too long today messing with graphics, but I finally like how it looks. The final version will probably look more or less like this, I think.
The next big thing on my list is to rethink inventory management – the basic idea is that I want items and gadgets to be pretty scarce over the course of the game, and a limited inventory is a pretty good way to solve that problem while still letting you discover lots of new things as you play. But thinking about it, I’m not sure I want the hassle of stuff to pick up bringing up a menu and asking you to drop stuff and etc… this is really feeling like much more of an arcade game than a roguelike at this point, and I don’t want get in the way of that feeling.
Thinking of trying different solutions, like clearing your inventory after every tower or just giving you a hard limit on what you can bring into a new one – which is a hard thing to wrap a game fiction around, but solves a lot of the same problems for a lot less work. Maybe better solves them, actually. Hmm.