<img src="http://imageshack.com/a/img835/6498/7rpb.jpg" border="0" />
Man, I hope nobody was super attached to the old art style. It was sort of a tremendous pain in the butt to work with, so I had to make a decision between seriously cutting back on scope or switching to something easier to work with.
Last month I started over from scratch with all new pixel art assets. The simpler workflow combined with my current level of experience with C2 allowed me to implement everything I'd done before the change(about three months of work) and more in just two weeks.
<img src="http://imageshack.com/a/img802/7/3uda.jpg" border="0" />
To give you an idea of the difference it's made, the old player character had to have between 8 and 16 animations for each individual action like running or shooting, depending on how smooth I needed rotation to be. Now the player character has 8 animations total, because pixel art just lets you get away with so much more before it looks weird.
This simplicity has also added a lot of flexibility to how I can design monsters and their behaviors. I'll be adding new species to their ranks much faster now. I've got three fully implemented and three more in the oven. After that I'll turn my attention to boss monsters and dungeons.
<img src="http://imageshack.com/a/img268/9584/0bar.jpg" border="0" />
I'll throw a playable build of my testing arena up here in the next few days in case anyone is interested trying out the combat.