Hey, guys!

I haven't had much spare time lately, but I'm still working on this whenever I can.
I have a programmer helping me with it now, and we've chosen DOS as our platform. It's going to be a little more limited by that, but it's also going to feel more nostalgic, and (thanks to Dosbox) it'll be cross-platform as well.
The engine is running nicely in EGA mode on an old 486 at the moment.

Firstly, I finally came up with a title I think fits better. The old one looked a bit crowded with all those letters, so I think that's better in this one, and it's also alliterative like its spiritual predecessor.

Here's a concept sketch for the new worm monster and the new worm sprites. I wanted something a little more menacing and thought through with regards to movement. They stand out more than the old sprites without the pink. That shift towards blue made them look more like they belonged there, so I'm wondering if I should try to squeeze a little bit of pink in there at some point. I also changed the darkest skull so that it looks less flat.

Here are the new insect sprites.

I drew new weapon icons to make them more distinct. Shield (stun), arrowhead (damage), heart (healing to player, damage to enemies) and broken heart (damage to player, massive damage to enemies). I liked the idea of a broken crystal having an effect very different from the intended.
I also added a tiny bit of rock to the ammo crystals so that they looked more like they were attached to something. I don't think it adds much to the first two, though.
The skulls are meant to be bronze, silver and gold, which I found a bit difficult to convey in EGA colors. I was thinking I could use them for a level statistics screen or something.

Here's a screenshot with some new tiles. I added a bit more black to the underside of some of the old ones, like Faceless suggested, and I think it adds a bit of depth. However, I still think the rock tiles look flat, but I hope the addition of brighter skeletons towards the center make them pop out a little more. I'm also thinking about drawing some even bigger skeletons for larger sections of solid rock. I didn't want to just keep adding more crystals since I want the crystal items to stand out next to the tiles. On the other hand, it's all very gray at the moment, so I think a minimum of color is needed.
A few things to say about the title screen:
The caver's attitude is not that obvious (not that it should necessarily be from the viewers side, but maybe some problems you have/had with him are related): is he laying in shallow water, or standing in deeper water, or clinging on a ledge over even deeper water? Is he motionless, or actively trying to climb out?
Is he aware of the ghosts behind him?
I wanted it to look like he's clinging to the ledge in deep water, exhausted and trying to catch his breath. As for whether or not he's aware of the creatures, I don't know if it would change much. He knows his death will be unpleasant, but he should know it's not permanent at that point since he should have the means of resurrecting himself.
The floor is very even for a cave. Quite possibly you don't want it to become too busy. Anyhow, a few links won't hurt [1] [2] [3] [4] (not all show lakes, rather typical uneven cave floors; I thought it would be easier to find good caving pics).
I agree that it looks a bit odd to have flat cave floor like that. It would be better to have mainly square tiles as far as drawing to screen goes, but that wouldn't look very natural in a cave setting. I've tried to vary the edge colors a bit, but I'll try to make some of the tiles a little more uneven to see how it looks.
The main light should come from the guy's headlamp (and some from the ghosts), but it doesn't look like the lamp is on, and there seems instead to be some foreground source of light (reflecting on the helmet). It might look more dramatic to have most of the fg lit by the headlamp. Btw, did you consider acetylene caving lamps? (sorry for the lousy image and details, it's the best I could find!)
I think it would be easier to make something dark and dramatic if I had more subtler, dark shades for details. I don't know how effective such a modification would be at the moment, but I could experiment a little when I have time. At the very least, I'll see if I can add some light from his headlamp on the cave floor in front of him, as it seems strangely ineffective as it is.
The old fashioned lamp is interesting. I'll keep that in mind for the other spelunkers.
