Wont take another month for an update, i promise

Wow, lied through my teeth. Apologies.
oh? ... OHHH
that's some gorgeous fire. Some sort of post-death revenge blast to enemies?
Nah, it's actually a boss technique, i was just testing out the effect. Its appearance in the GIF is just debug.
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I'm updating mainly because I feel like I sort of need to get back into the habit. I
haven't been updating not because I haven't been doing anything, but because i sort of feel like what i'd be updating with would be monotonous and boring. To elaborate, nearly all work recently has been framework related, specifically with things that were working perfectly well before that i've completely broken and had to re-do while trying to fit new features in, just to get them working as they were before i messed with stuff.
Update #10 -- House of Cards -- 7/14/2015So here's a list of what i've been fumbling with:
Hurtboxes -- First, I broke the enemies. For larger enemies, i decided to include multiple hurtboxes with different defense values and such, to allow for weakpoints and more dynamic designs.
Like this ^ asshole.So I tweaked the programming to have all instances spawn and keep track of their own hurtboxes. This required me to redo (and learn) alot of new tricks. (It's working now.)
Formulas -- Then, I rewrote and rebalanced the base damage formula, like 3 or 4 times. This wasn't hard and it didn't break anything. But in order to test its impact, i had to rebalance all the offensive and defensive values, the multipliers on attacks, equipment design, Enemy/Player stat growth with level, ect. (In the end, I just reverted back to my first idea.) I never felt like this was worth updating about because...well, nobody has played the game yet.
Words --Being an RPG lover, i'm a sucker for full information disclosure. So after that, I decided to get some sprite-based font going for fully-controllable worded popups (and text) and again, i had to learn some new tricks. I wanted to get some "CRITICAL!", or "Deflected!", or "INEFFECTIVE; TRY HARDER." action going on.

Anddd I got it working, but in the end i'm a bit torn on how i want to use it during combat, since too much text everywhere is going to get distracting real fast. So i'm currently not even using it for what I intended. (It's there, though, i will find use.)
Hitboxes -- Then my hitboxes broke. I designed the hitboxes with specific target limits in mind. So, one attack may only hit a single enemy at once, while another could hit nine. This was pretty important for how i balanced things, so it kind of sucked when it stopped working. And the only reason it stopped working is because of...
AI targeting --along with my original core enemy design idea (dynamic enemy instance interaction) I began working in the ability for enemies to dynamically shift between who they would deem an enemy, based on who/what was on the battlefield and what was happening. Along with this, i needed them to be able to target other instances and damage them (while ignoring specific others), and somewhere trying to get this to work, i broke things.
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As of right now, everything is starting to (MOSTLY) work how it did before I started breaking stuff, so i'm able to work on new stuff. Today at work, I did my typical self-therapy session, which involves me designing and playing with new visual effects for attacks and spells.


These are casting glyph animations for some of the fire spells.
Also...

though I never really went into it, i've removed the DMC-esque Style system from the game, and replaced it with a "Flow" system. Flow increases off the same principle as Style. Varying your attacks increases Flow %, which provides a %damage increase to your abilities. Becoming stale will cause the timer to decrease faster, causing you to lose your momentum. Different weapons/techniques/spells will interact with your flow meter in different ways.
I may find a different way to incorporate a score system later on, but i decided this would be a more interesting and rewarding mechanic.