Five new levels and a dragon
Dev log #4: five new levels and a dragon
Wickrunner went from five levels to ten this week. The candle still burns down every second and water still puts it out, but the levels around it got a lot busier: hens, a water dragon, a burning forest, a wolf, and a cannon. Almost all of it started as a report from someone playing, so thank you to everyone who pressed F9.
Six: The Henhouse
Hens walk back and forth and peck you if you don't jump cleanly over them.
Water hoops fill up every few seconds and soak you if you pass at the wrong moment.
Geysers now rise out of pools of water instead of out of stone, so you can see where they come from before they go off.
Seven: The Dragon's Cave
This is the first boss. You walk in from outside, and a flying water dragon spits at you. Land on its back three times and it gives up. Two things changed after the first version. The dragon used to spit backwards at you while you stood behind it; now it only spits forward, in a cone, so standing in the right place is a real answer.
And the cave's brazier is hidden during the fight, so you can't stand on it and refill forever.
If your flame goes out, the dragon heals, and you start the fight again from the top.
When it surrenders, you climb on its back and fly off, and that ends the level.
Eight: Over the Burning Forest
The ride continues as a flying level. You steer the dragon up and down over a forest on fire, dodge crows, and spray water on the burning trees in your way.
At the end you land and walk the last bit to the lantern. It's the only level where you don't jump, and a nice break between two hard ones.
Nine: The Red Wolf
Twenty stepping stones over water, a hen, and a red wolf that bites unless you jump on it. Then three houses on stone bases with slippery roofs, and trampolines on little islands between them to bounce you over.
Ten: Fuses and Frogs
You light a fuse and follow it to a pile of TNT that blows a hole in a crumbly wall.
After that: a trampoline over two houses, a seesaw over the water, and frogs that grab you with their long tongues unless you land on them first.
And a cannon that shoots you over the last wall. The cannon needed a short cooldown, because you could fall straight back into it and get shot again.
Music, and a menu that scrolls
The game has music now, made in code like everything else: a quiet track for the levels and a faster one for the dragon fight.
Ten levels didn't fit on the level select anymore, so the list scrolls, with a scrollbar.

I also rebuilt the website from scratch, with new key art of the candle riding the dragon and a new trailer.
What's next
A first run is now about 40 minutes instead of 15. Next I want to play all ten in a row with fresh players and see where they get stuck and where it drags. If you play, press F9 in the game: your report reaches me with a screenshot of the exact spot.