We never really got the chance to post a development update, but we felt inclined to squeeze one in here so here it goes.
As you can see down below, we chose to try and be a bit innovative with the theme, or atleast that’s what we believe we did anyway.

thats a very small scree… – oh wait nevermind
The basic mechanics of the game is rather simple, its’s a dungeon melee-based roguelike with enemies and upgrades. The premise of the game is to try and reach the highest stage possible. Every time you progress the game gets slightly harder, as well a slightly higher mob density. Initially the stages were planned to work sort of like binding of isaac, but because we never really got around making doors, we chose to make progess based around clearing stages. With this, the player has to both explore everything and kill all enemies without dying. We hope this might incentivise a more interresting playstyle of speed-clearing rooms(too little time for making doors D:).
so let’s get to the real flavor of the game. the items, and stacking them

why open the chests when you can slice em?
Items can be obtained from chests, spread out randomly through the dungeon. currently we have limited the spawn of these things to one per level(“stage”)
every item brings a visual change to your sword, and all these changes stack as well. to get a better idea of the itemization, more gifs have been provided below.

Item: The force awakens ( ͡° ͜ʖ ͡°)

Item: Sword Longevity

Item: rune of ferocity
So yeah that’s it. Hope most of you all had fun, don’t forget to post and rate games!