Day 2 (Afternoon)
First of all, I just so happened to post right near the 24 hour mark. So that's cool, I guess.
After ~6 hours of almost continuous work, I've been able to add some turn-based aspects to my game. First of all, I've implemented turns between the player and the enemy. With that, I've also added the enemy. When switching turns, the camera actually interpolates to smoothly pan to the other character. To put things lightly, the camera is much better now.
Notice the test text I have on the bottom. This will be removed in the final release, but for now, it shows me information about how much of my turn I have left. It'll be replaced with bars in the future, much like the health, magic, and XP bars (which were originally text). I've also changed the font to a pixelated one I found on the internet.
Here's a screenshot of the slime mid-jump:
Also, I've implemented leveling up! Right now, it only increases your max life and magic, but in the future, it will unlock new skills. Here's an image of it in action:
In addition to that, here's a GIF of the game so far (had to both record and edit this several times to get it under the 4MB mark):
For whatever reason, my game didn't want to make the slime damage me. I'm going to look into that later. Also note that when I ran out of jumps, I'd either gain one more or three more. That's a prototype of the action system: gaining three is called dashing, while gaining one is called attacking. While moving (before taking actions) or dashing won't allow you to damage enemies, attacking will, at least once I add that in.
This evening I'm planning on fully implementing the action system, and then tomorrow the only things left to do will be adding more content and polishing up the game.