packrat cool game by the way. i think your mechs are cooler, but make a man create something he doesn't want to, and the result is invariably trash. you do you.
it's not that I don't want to work on the other game, but it's a big project, I planned too much. Things take time and I'm a solo dev. I will revisit it in the future, I always do, but for now I'm trying to actually finish a game and publish it on a time limit, sort of like a game jam, to get better.
update:
Jesusemora I also had to remake the Minotaur to add a death animation, I will add new enemies eventually, for now you go around town getting jumped by minotaurs, and it will probably be like that in the demo.
Jesusemora make the game more interesting than just fighting the same enemy over and over again
Good new everyone! after saying this I began to think and yes, fighting the same enemy over and over can get boring.
So I looked around my folders and found some monsters I had completely forgotten about (Or didn't remember having finished them). They were complete with animations so all I had to do was render them.
A lizardman and a skeleton. the lizardman was missing a death animation so I made one quickly, and added the skeleton to the game. Maybe I should've put some texture on the shield and spear, but it looks pretty good:

They even had a "raise" animation so I'm thinking that these could respawn or be summoned by some boss.
Update: added the lizardman, it has 2 variants, one with a club and one without. the one with the club deals more damage.

And with this I have ran out of monsters. I would have to edit the models to add more detail or finish the others. there's a dragon and wyvern models but have no texture or animations, some imps and demons also lacking textures and animations, a ghoul missing some animations and a texture, and a death knight (also missing animations and textures).
I also improved the map generation yet again, and I think this will be the last time. It's pretty robust, it generates the exit at the other side of the map, and even multiple paths, and all separated by at least one tile, with empty spaces:

the combat tiles also now spawn random enemies, either one minotaur, 1-5 lizardmen, or 1-5 skeletons.
Update again:
added two more rogue cards. while this sounds like little, they came with entirely new mechanics that allow for more card types.
Instigate: (couldn't think of a better name) for the rest of the encounter, increases all damage by 1. this effect is immediately updated on all cards descriptions and future cards and it works. I also made an alternate effect that increases healing, could also be used to reduce healing, and enemies could also reduce damage dealt by cards in theory, but may not be a good mechanic balance wise.
Shank: this card deals 3 damage and applies 1 tick of bleed. and with this I introduce yet another set of classes with the buff/debuffs for enemies. the bleed happens at the start of the enemy turn and goes away after the ticks are depleted.
With this I also introduced damage types and resistances. skeletons can get the bleed effect but receive 0 damage from it due to 100% bleed resistance. I may change it so they don't get bleed debuff at all, I may not.
With this it will be easy to add other damage types like fire, maybe ice, and lightning, and more.
They also have an alternate function to get bonuses for the points, this could be used to reduce enemy damage, or for enemies to buff themselves, increasing their damage. Or to get regeneration and heal every turn.