Some high powered perks...

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Some high powered perks...
Halfway finished refactoring the UI, refactored pickup code as well so that now everything just reacts to the player looking at it, and the functionality is all handled on the item itself, then it’s piped back into the UI.
Testing some gameplay with perk stuffs! (60fps)
Quick Update
I’m doing a lot of back-end work on setting up perks and other things related to progression, such as saving all sorts of data between play-sessions.. so my updates have been kind of lacking, but here are some things i am able to show off!
Full resolution UI
I reworked most of my UI for starters. Do note that these elements won’t be all visible at the same time, they’re all shown only in context. The HP bar is made entirely in shader (click for explanation). I will post a more detailed guide about how to make something like it on my patreon.
Also added a fully functioning options menu. Tell me if I’m missing anything important. (don’t mind the placeholder art in the background)
Perks
While perks give you bonuses, such as increased healing, stamina regeneration, attack speed, damage, health, etc., they also serve as your "lives” in the game. You can buy or find them, but if you “die”, one of them are uncharged randomly. You can charge them back up by exploring the dungeon and killing enemies to get their Essences, but if you die with 0 active perks, you get kicked back to town and the dungeon is reset. You also need these essences to progress though the game by opening soul doors, which serve as your biggest barriers to progressing through the game.
Enemies
I plan on having various types of fantasy enemies. They’re generally grouped into categories with other monsters that they can band up with. The reason for this is that fighting just one type of enemy becomes kind of easy, even if there are a dozen of them. Instead if you have just a few enemies with widely varying abilities, their skillsets create way more dynamic scenarios than just adding more of the same. Also huge thanks to @bronhitis-art for the concept arts! Hopefully i can figure out where to go with the actual enemy art in the game as soon as possible.
Working on sounds
New Demo!
Playable in browser, although i suggest just downloading it because it runs much better. Web versions can also have invisible/pink shader errors depending on the browser.
https://brum.itch.io/breakweapons
full changelog since the last public demo: https://brum.itch.io/breakweapons/devlog/20349/2018-jan1-demoday-changelog
Testing some combat stuff against crawly bois using lots of placeholders.
Added some sounds and animation for blocking