Thanks for the compliments guys!

I wanted to ask you about the character animations and its relation with different weapons. How do you do it? It's different sprites for every combination (one with sword and shield, one for arrow and bow, one for axe and shield, etc) or it's only the shield maiden's sprite combined with a different layer for the weapons? (Something like a shadow sprite would work) Can you explain a little bit? I want to know what's probably best to do when I have several different weapons.
Thank you in advance!
Hey! the shield maiden is a collection of different sets of sprites with the weapons attached to her on the sprite sheet. So each set of weapons has it's own animation. We are looking to do some palette swapping to show the difference between different equips, but if you're looking for some advice, it would be best to separate the weapons from the character so you are able to just place it on top of the character. Hope that helps

Just to give you guys an update, it's been a while so let's just get going...
First off we hit 10,000 followers on Twitter, which was pretty cool! Thank you all for the support!

Saving and LoadingFinally got a custom save solution working with JSON. I'm using the new JSON tool that comes with Unity, and so far I've seen no main issues with it, and seems to work pretty fast. There needs to be some more optimization on my side but so far it does what it needs to do YAY!
Leveling and Favor DistributionThe leveling system has now been built in, including the main bulk of all the editable stats in the game. It's allowed us to get a clear idea of what leveling up feels like. It's also given us a clear direction on how stats will be distributed.
Default Stat Window
Manipulating your stats with favor points
Another manipulation but this time showing the negative differenceGaining favor from enemies has also been implemented which works in tangent with our Alignment system. What is an Alignment? well.. it's an item that you equip, once equipped it will grant you a set of boosts to your stats, but also have a penalty that comes with it. So far, so good, these will be main our main penalty / reward system that uses favor as a catalyst. We're hoping to include some more as we go along, here's some screenshots that probably help explain it better.
Procedural GeneratorFinally adding some extra bits to the level generator, even though I've only just added some extras today but I'm glad that the bulk of it was done quite a while ago, and now it's just beefing up the tool set. So glad that we could potentially have some procedural generated maps into the game!
Procedural Sample 1
Procedural Sample 2
Procedural Sample 3Hoping to add more branching rooms off the paths so you don't always get that straight left to right path, but rather some offset paths that come out of rooms.I've also been spending a lot of time on building my own tool sets for Unity, it's now become necessary as part of my workflow to have a custom inspector or a custom window. I created a sort of "Node" editor to help assist in creating a template for particular layouts, luckily this same system was compatible with the Procedural Maps and also the Procedural Skill Trees :D. Each number represents a shape, each number can also be connected to each other to make different combinations.
Skill TreesGot skill trees implemented into the game as well, which are procedural generated with every Amulet you pick up. This is probably not going to be the final way it looks, but it seems to be working quite well. All images below represent different shapes that can be produced for a skill tree. Each circular point represents a different type of stat benefit, HP Increase, Stamina Increase, Axe Damage, Defence Increase etc.
Think that's it, there is some more stuff, but I don't think I could provide some screenshots for them, so will save them to later!
