CTF turned out to be a bit too easy to score in. There was no incentive to capture the batteries, which takes a lot away from the game. So I added force fields around the flags. Now you have to beat down the force field before capturing the flag, which encourages you to earn more energy to improve your damage output and capture flags quicker.
Started working on story mode again, beginning with the most important features, like shopping cart physics:
The story mode is basically Dishonored, except there are no people and all you do is climb.
For a long time, the first level has had a problem of not feeling like a real place with a purpose. It feels like everything was put there just for you, the player. I spent some time fleshing out the level and making it feel more like a city with a life of its own:
This is like, version 10 of this level. There's still a lot of work to do on it. I would like to add more NPCs.