So, my entry is coming along swimmingly. You won't see screens until I post the thread, and the thread won't be posted until it's done. However, I would like to note that I just finished a custom plugin for two-player movement, and the maps, which are bigger than the screen, will zoom out when the players are too far apart. (It's beautiful) Next up, I'll have to make a few more custom plugins, one for each type of enemy. If you're wondering WHY I need so many custom plugins, the answer is pretty simple. Without them, I could easily wind up with over a thousand events, which is NOT allowed if we're using the free edition. (We are limited to one hundred, after all) That means that my enemies, which level with the player, need to depend on plugins for behavior, rather than me making an individual event for every action for every level. Now, it's just per action, per enemy.
If you're curious about what the game actually is, I'm sorry to say that you'll have to wait. Ven knows, to an extent, but I would like to keep it private until I actually finish it. And even then, Ven only has PART of the story of what it is. Suffice to say, the thing is incredibly addictive, and will be very fun to play alone or co-op, assuming I manage to fine tune the movement so as not to be annoying. (Why must there be friction when I have not defined it dammit!)
Also, I would like the mention that the only actual ending to my game is when you, the player, die. That death could be on the first map, or it could be hours or even days of gameplay later. It all depends on when you finally make that fatal mistake. The game also has several distinct phases of difficulty, based on level, and I could easily scale the overall difficulty with maybe one or two more events. Overall, the real challenge for me is stuffing in as much as I can without hitting the eventing cap. I have most of the game planned out, so we'll see how that goes.