The game is simple. Enemy targets float around inside this tiny map. When shot, they explode and drop two different things: lewt (small $) and phat lewt (large $). Regular lewt, when collected, goes straight into your current cash. Phat lewt goes into your inventory, represented by the three slots. When the inventory is full, you can't pick up any more, and it can also be shot and destroyed if you're careless. This is a down payment on the more complex inventory system I've designed, where such things as your current weapon and any powerups you have found must be carried with you as you travel alongside valuable items you're trying to carry out of the mine.
When I first implemented all this, I honestly felt kind of meh about it, since it's so simplistic. Today, though, I went back in and started adding new sound effects created with CFXR, a Mac port of a popular sound effects generator used by many indie/retro games. CFXR is rather neat, incidentally. You can mess with all the sound parameters such as attack, decay, square wave, generator fall off, chrono-synclastic infundibulum and so on manually, or if like me you're clueless about all that you can just mash the "Random" button until you hear a sound that makes you happy. In this respect it's kind of like how they made the sound effects for the arcade game Defender: they just started sending random voltages through the sound chip and made a note of which settings made cool noises. At any rate, adding custom sounds and ditching the old Star Castle samples made the game feel ten times better. Given that, I'm inclined to spend a bit more time on audio next. OpenAL theoretically has a very sophisticated positional audio system, so I might be able to just turn that on and get some nice stereo effects to pinpoint objects in the world.