Tomato Shooting: Luckily most of the inhabitants of Trozak are vulnerable to tomato-juice! Admiral Overalls takes a moment of charge-up time before firing, but the tomatoes pack a powerful punch. They travel in an arc-like motion that enables you (craftily) hit enemies on lower platforms. Not shown in the screenshots since they are rather motion-dependant.
Player Health: Shown in the second shot. When the player or an enemy takes damage they flicker white for a moment, to indicate such. I was surprised SDL.NET handles it so well, since it's changing all non-transparent pixels to white on a per-frame basis, which I thought .NET would slow down to heck for since it needs to go through the managed/unmanaged DLLs for nearly all of its pixel-manipulation calls. Oh, and cool hearts I drew. Woot.
Enemy Life/Death: Enemies also have health and react similarly to tomatoes; flickering white upon being damaged. Most of the Bounder enemies only have 1 or 2 health points and are easily evaded or dispatched. I just need a few animations for tomatoes splattering and enemies dieing (POP!) to be done with this.
Map-Scrolling Edges: No more black void beyond the edges of the map. This was a small addition, but it already feels more professional with it added.
Map Backgrounds: Draffurd whipped up a bunch of really awesome paralax backgrounds to be used in the game; these Blue Hills being one of them. I love it, myself.
Kudos to Draffurd for all of the awesome art he sent me today. All of which will be unveiled when you play the game. You are going to play, aren't you?
Thats pretty damn good for the limited time you've been working on it, especially since you learned as you went along!