Smaller Build, Working Ads, Clean Carpets. We're Getting Somewhere.

Well, things are working.
After the crash, recovery, and recent adventure in persuading ad networks to cooperate, that feels like a sentence worth enjoying for a moment.
Swordoku: Grid & Glory is in good shape. There's still plenty left to build, but the list is finally losing items instead of just acquiring new headings.
A smaller bundle and a finished GUI swap
I've shrunk the final bundle down to a much more manageable size. No precise numbers to throw around here, just considerably less game to haul onto a device before you can actually play it.
The GUI replacement is done too. Getting the interface swap finished is a nice milestone after all the work that's gone into bringing the screens together.
Of course, “done” is always a slightly dangerous word when I'm involved. But the replacement itself is complete, and I'm taking the win.
The ads have stopped being theoretical
The no-ads option works, and all the rewarded ad placements are working as well.
Apparently the machinery from the last update has decided to acknowledge my existence. Very thoughtful of it.
Daily rewards have also had a rework. So that's another part of the game that's had attention while the larger pieces keep moving into place.
It's a lot of separate systems to bring together, but being able to say “that works” instead of “I'm still trying to make that work” is a welcome change.
Meanwhile, the household patch notes
A new kitchen table is in place, and the entire downstairs carpeting has been vacuumed and shampooed.
I also performed a rain dance in the hope that the trick-or-treaters would leave all the candy in the bowl for me.
I make no claims about the effectiveness of the weather system. The candy acquisition strategy was sound.
So, you know. The usual development weekend: interface work, ad testing, furniture, carpets, and attempted confectionery-related weather manipulation.
Now to teach the enemies their jobs
There's still a long list ahead. The big items include boss mechanics, special attacks, and enemy behaviours.
Casters need to cast. Bosses need to do the things that justify being bosses. There's more to build before every encounter behaves the way I want it to.
Then there's the artwork and visual effects to support all of that. Making an attack work is one task; making it look like something you'd rather not get hit by is another.
So no, this isn't the “everything is finished” update. But it is a good progress update. The remaining work is substantial, and the list gets a little shorter every day.
Overall, we're in great shape.
Now, if you'll excuse me, I should probably check whether that rain dance left me any candy.
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