Glad you like it! I've put a lot of work into those collectibles, and I have a lot more to do. 49 artifacts and a full inventory to track your collection. (The full inventory will open just like the map using the Q and I keys.) Exploration has always been one of the main draws for Knytt Stories. Collectables can only strengthen it in my opinion.
I should have mentioned this before, but there are currently a limited number of keyboard keys available for mapping, Letters A-Z, Arrow Keys, and these symbols [ ] ; ' , . / namely left bracket, right bracket, semicolon, apostrophe, comma, period, forward slash. I'm not familiar with non-Qwerty boards, so if more keys are desired please let me know.
Edit: 17Jan2012: While altering the code for the Drop Crawler, 4:7, so it would shoot in all directions when stopped by the invisible walking creature blocker, I inadvertently broke it completely. So, version 1.2.ego.3b fixes that. It also fixes the shooting of the other Drop Crawler, 4:6, in the same way.
Edit: 31Jan2012: I've been programming obsessively this week. Finally added color to the map, and I love the difference it makes. I'm using the the same 84 sample points GrayFace uses in his mod, but the color pallet is only 64 compared to his 216. It's my hope that a limited color pallet will give uniform results. I've also altered the mapping routines to give better results for faked locations.
There's a new feature inspired by Super Juni Land, screen tints. By simply adding Tint=# (where # is a number representing a color) to a room in the World.ini. The screen will tint without the flashing seen with COs. Adding Tint=0 to a room's logic shuts it off. Under the hood it's actually a re-purposing of the mini map's background, a black tint normally.
These changes and many things too minor to mention will be in the next release. I don't know when that will be. Edit: 5Feb2012: I've been working on the full inventory. This is a display similar to the mini-map that shows what collectibles you've found. I'm making it dynamic, so it will only show information for items you've found. For example: If you've only picked up golden creature type collectibles, then only the creature chart will display and it will be centered. However once you find an artifact, the creature chart will move to the side to share the screen with the artifact display. The point of the dynamic display is that if a level doesn't contain collectibles of all types, then there wont be any empty slots to fill at the end of the game. The only part, I'm not happy with is what happens when no collectibles have been found --it shows an empty screen. How can I convey an empty inventory without words?
Another addition is Keyboard Tiles. If Juni touches them they override player control, emulating keystrokes. I'm not sure how useful they'll be outside of animated "cutscenes", but I leave that to level designers.