@MrPutuLips - Thanks for the input. I’m using pure sprites, though I am rotating weapons to aim. Maybe I’ll implement that effect, though I’m not sure if it’ll work out with a 2D game (I’ll have to try it and see, I suppose).
@BluePrintRandom - Yes, the boxes are 3D.
@hanzo - Yeah, I hope to have a playable demo soon, just to make sure other peoples’ computers can handle it alright.
Anyway, thanks, you guys. Got some preliminary sounds in (that prolly don’t work too well, but whatevs for now). Also got the GUI working.

Scrap, health, and energy. Got the bars working alright; need to tie health and energy. I’m not sure if I’ll be able to get it to look okay in such a small space, but I’ll try anyway, I think.
Energy serves as kind of a hindrance in this game, as using weapons and skills will use up energy. That will push you to use your Scrap on upgrades to cut energy consumption for parts that support it, since it can be annoying that you have to use your weapons and skills infrequently if you don’t want to be caught with your energy at 0. I kind of want the player to not just go in guns blazing, since you can easily run out of energy and be stuck without any effective recourse. The more energy you use, the slower the bar refills in kind of a “stair-stepped” manner. Currently, the blade consumes no energy, which makes it useful for backing up your main weapon, which eats a lot of energy in the beginning of the game.
The plan is for scrap to serve as a form of currency. Defeating enemies nets you scrap that you can use to upgrade your equipment and purchase new parts (that may or may not be optional). That should help to make the game flow interesting and varied, rather than it just being “hey, go here. Okay, now go somewhere else”.
Kind of unrelated, but I was playing the Metroid Prime Trilogy, and probably the worst part of Metroid-like games is that feeling of “I don’t know where to go next, and I’ve already gone everywhere I could have”. That can really halt the player’s progress and frustrate them, though it can also turn a 6 or 7 hour game into a 40 hour game by sheer exploration and backtracking.
One of the things that Metroid does right is that even though you might be frustrated and lost, there’s still optional places to explore for you to pick up that extra missile pack or life capsule, which helped to drive your exploration. Even when you’re lost, you still “progress”, in a way, which keeps you playing and exploring. I want to be sure to hide cool stuff around in places to encourage the player to run around and explore.
I’m not sure how linear I want this game to be, as I don’t think I can really get the magnitude of a Metroid Prime-level game, though I could make it a pretty solid game, I think. Backtracking can be interesting, though it can lead to situations like I outlined above if I don’t point the player to the next area or make it obvious.