Tonight I added double jumping, running, and a few more engine tweaks. The game has a similar feel to Super Meat Boy: fast and intense, but still has a precision demand to it. I want to keep shooting towards that SMB feel.
On the graphics front, I gave the backgrounds some parallaxing to give the cave some depth, and an above ground view when you get to the top of the cave. Graphically it's looking better too.
Oh and the first real level is about 50% there right now.
Global Game Jam is this weekend, so sadly Dragon Plunder will get utterly ignored while I bang out a weekend game. But I am hoping to get the first build of Dragon Plunder out the weekend after. Stay tuned!