Hi all,
Here is a short update on the situation with my game:
Absurdistan is far from being dead

After finishing the demo I had to take a short break due to new family commitments, but since late January I have been slowly getting momentum again.
Nevertheless, it's still a long way before the game is finished, but I believe that thanks to the following it should be much easier now:
- after having come back to the game, I was surprised how robust and reusable the interface seemed to be, so I hope I will be able to focus more on making the further content and not on core functionalities;
- most of (well, all but one) gui/panel puzzles have been successfully coded and now are ready to be ported over;
- the whole game is planned out, so unless I come up with one of those turning everything upside-down ideas, it should be a matter of following my notes;
- all rooms, objects, and characters are drawn (some characters need additional animations, though);
So yeah... probably I am making it sound a little bit easier than it is, but I want to believe it will be a pretty straight-forward process (I know it won't...).
I am not going to lie: the biggest mistake I made is going solo for such a long game, but having gone this far I don't want to give up.
When working on post-demo parts of the game, I've been thinking about breaking the game into chapters, but due to its nature that won't be possible. So, what I may do instead is release at some point an extended version of the demo (for those who played the original demo I may add a cheatcode of some sort to skip to the new parts) and then take another break.
Here are two room concepts, you may find interesting

