Nope. That's not me. I've never been described as such. I also don't live in 1965, so it's not such an impediment to my self-esteem. What *is* groovy is that lots of progress has been made. Movement between regions is working (if a little clunky), the Book is in (and working), and some Demon presentation work has been done (but nowhere near ready to look at just yet.
So, without further ado, I offer a couple of movies to show how things are going. If you have any questions, leave a comment and I'll get back to you.
This here is a room interior - the cottage you find on the Island of Wardenclyffe, to be exact. It has a bed, a bookshelf, a mysterious chest and... a stove. "What's a stove for?" I hear you ask?
"Why, for burning things!" I reply.
"Why do that?" you ask.
"Because sometimes rituals need things to be on fire." I reply, with gritted teeth.
This is the Lighthouse. You can tell because it features a lighthouse. It's a dead giveaway. I'm making an indie game, and we all know that lighthouses are the Indie Game Trope of the Century. So this is my version. Mine is actually useful, though. People can get to the island safely if they can see its bright, friendly light. Whether that is good or bad is largely down to your attitude to people, of course.
This one is the sphincter-clinchingly scary for me. It shows *roughly* what you can expect from movement, object interaction and general camera-work in the game.
For those of a curious disposition wondering why it's zoned rather than free-roaming:
1) Large, open-world games are just super confusing on mobile.
2) Many rituals require you being in the 'right place'. Clarifying that makes life a lot easier. When I say 'Go to the Gazebo' you'll know exactly what I mean. Even if you don't know what a Gazebo is.