Nesteris - that's a pretty extensive list! I don't know if I'd be ready to team up with anyone in the near future. I'd have to see how this project does. But hey - seems like you've been really busy man. the map screen is a separate layout, and it pretty much uses global variables and arrays to pull whatever the current data is and display it on screen. this is pretty much how it works:
pause button -> "pause" state is saved, go to pause screen
pause screen -> map is built, energy and current weapon is displayed
player changes stuff around and exits -> weapon and other modified settings are saved using web storage, "pause" state is loaded
(back in the level events) when "pause" state is loaded, load all the modified settings from web storage
ryanrybot - maybe I should do a demo build soon huh? so I got the idea from the last zelda game to come out, a link between worlds, where your special items are limited by a replenishing meter. I'll have ways of refilling that meter, either through an item you can access in your inventory, or maybe through a pick up or something. I felt like I didn't want to go the route of traditional metroid games, where you just run out of ammo and that's kind of it until you find a way to get some more or hit up a recharge station - especially since this is mission based (level based) and a bit more fast paced. So... this kept it challenging but still kept the pace of level completion moving well. you can't just get a sweet gun (recently I made a lightning gun, for example) and just blast everything away. maybe that's kind of old fashioned though... in the age of casual gaming, at least.
thanks for the constant feedback guys! grateful for you two.