So the picture see above is a small snapshot of a product of many hours of work. This along with many other parallel events, represent how the system works in Retale 2.
In Retale 1 you'll be familiar that everytime you got eaten, you'd have 3 lives, then be transported to the character of your choice depending on if you were safe or digestion.
In Retale 2 this changes, only one character is present when safe/digested. Originally, ever scene that you'd get eaten you'd have to switch every other scene off that the player got eaten. After all, in this game, the player can do things at different times with much more freedom. I'd have to turn off every switch for every other scene for the one I want to play to work.
This was very repetitive, and would mean coasting along many maps and events to just find what I'd need to turn on and off.
With this new system, the entire game is routed through one event that checks which event is switched on, then turns of all other switches for other scenes. The above picture represent all current fatal scenes (Apart from tab 6, which is used to lock the event when unused to prevent the event repeating itself as its a parallel process).
This means making scenes is going to be easier, and less fiddly. When making your own projects I implore anyone to try and do this, your future self will thank you. I also did myself the service of explaining how the player got the fatality in a little comment that won't actually appear in game, but help me identify why its there.
Give me another month and I have a good feeling the demo won't be far off at all!