New build: Browser
Since several years Unity was unable to compile a working WebGL application, but, digital magik sometimes happens, and now Wiggert available in browser edition(with several restrictions - no saves).
Here(gamejolt.com) or here(itch.io)
New graphics: Sides returned back- player at the left, foe at the right. Experimenting with side was fun, but useless. Next step - sprite animations during actions and animated backs and foregrounds.
New mechanics: Battle charms.
While building a battle system, I stuck upon a choice between various versions and mechanics. Some have already overused dice base some hard to play and boring. So, I decide to use a little tricky system, then every unit has basic hits and can level them up only by items.
To avoid numbers hell(this an adventure, not calculus simalator) - items have no digital parameters, only descriptions(called "charms"), such as:
“block” - item gives you the ability to block attacks
“armor” - increase your HP
“weapon” - gives you the ability to make different attacks.
Some items can combine this chars, creating various combos.
Although, there will be enemy weaknesses and resists for some kind of items; spell combinations or item cross combinations to make new weapon or armor.
So, a "dull" sword can be resharpened and "poisoned" dagger becomes "rusty".
Here is a battle gamplay overview: