It's like a twisted version of adventure island, I presume?
The player character does look a lot like Master Higgins, doesn't he? No baseball hat... Maybe I should add one. Other than being a platformer with vaguely NES-ish graphics, it's not that much like Adventure Island, though. No cool skateboards or surfing bonus stages. No weapon pickups. Not stage-based in structure; it's one big messy level.
Ha! Remember when I said I'd make a standalone game of this? Good times.
Is this your way of tasking me with a new weekend project? I "finished" my Shining Force-like engine and need something new to occupy my brain. Something like this might be suitable, and also very small.
Not just a HUD now. Battle loop fully functional. ATB-like with concurrent turns. Added player sprites, animations, and flashing. Need to add damage indicator, then I'll move on to a different scene altogether and revisit this next week. Under the hood, this is the most elegant battle system I've ever made. It's easy to understand and extend. As a result, the fundamentals came together very, very quickly.
Started the combat module. It loads monsters from a passed array, creating the appropriate object with the right stats and abilities. Basic HUD rendering complete--the values even lerp towards their target every frame if their referenced value changes.
Yes, but you still have elevation issues.
Not much I can do about the unused space really.
Use it or lose it.
You've got a lot of unused space in the new one. It's also a really irregular shape for a man-made structure. Also some elevation inconsistencies--the walls that touch the base floor are too short.