Something I've been totally neglecting is how the game will convey vital stats like HP to the player for every entity on screen.
Here is a very quick and dirty per-entity canvas that shows the HP, as well as a fly-out text when they're damaged:
I implemented consumables, though I am not happy with it.
They have a reference to a scriptable child of a buffing parent class and I have to implement a subclass for every stat that is buffable. I think I'm going to use reflection to smooth this over.
Consuming items is only implemented via inspector, so no gif.
Take some tasty changes instead:
Started working on some animation for my Character. Very rough shape blobs to get motion down before I try to go in pixel by pixel.