Wight the water-spirit goes way, way back to my very first draft of Kastor. At that time the game was a room-based world with JRPG-like controls, a little like the original Legend of Zelda game. Wight was intended to be a test character, a placeholder for the heroes in the final build.
At first he seems an unlikely companion for Kole, as the game's whole premise is about escaping water. But wight is in just as much danger as his best friend: The seas he used to call home have turned against him, threatening to swallow the only known landmass in his world. As the story unfolds, Wight will realise he no longer has control of the tide, prompting him to join Kole in his quest to save the island.
At first I was going to render Wight as a sprite (there's the rhyme again!), using still frames rendered from a 3D physics engine. While the animation managed to portray the fluid, ever-changing nature of a water-spirit, the 3D graphics looked horrendously out of place beside the hand-painted style used in the rest of the game.
The gameplay demo is coming along fine. I'm currently working on three different gamemodes (Survive, Rush, and Rescue), ironing out the glitches and such. Fingers crossed for a release in the next couple of dev blogs.