I made an enemy counter, which was actually easier than expected(Simply make an integer in the player, in your enemy, cast to the player, on beginplay just add a delay, and add 1 enemy to the count, then on your HUD just cast to the player and set the enemy counter integer to be your enemy counter HUD element's text.) Then I made it so that you switch to a different anim state when you enter the berserker mode.

Next up
34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.
Beta 3.0 released, added Dodge, Wall jump, added Saving(Beta), Fixed the Ingame Options Menu, can't add a video sadly, my internet decided it's not gonna work for anything higher than 0.3kb today.
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
Beta 04 released.
Lockdown is free for a while
Sale ends on Dec 16th
You can claim it here https://jangomango2001.itch.io/lockdown
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
Working on some additions to the map, also making the hive explode MORE, for literally no reason other than performance. Also gonna make that hurt enemies. I really need to make a loading screen though...
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.














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