I have tried to reproduce the bug, but for better or worse, didn't manage it. Either it's just a too specific accursed set of actions for me to just find again or my browser just decided to do an oopsies back then.
What I did find out during bughunt though is that the encounter rate option is incredibly unintuitive. I remembered that putting it to 0 stopped encounters and did for a bit of testing and so when i wanted to have a few for testing, i thought increasing it one step up from none would put in minimal encounters not maximum. I would recommend to change it so that you go from 0 to minimum encounters and not maximum if possible. Why does a bigger encounter rate number make encounters do go down even in the first place?
For future games some more clarity for how the combat exactly works would be nice. The numbers for like double tap with "Fire twice at -2/-4 Acc" is nice, but as player i find it hard to gauge what it does to my my chance to hit since it don't know how it's calculated. It could be like in DnD a roll of a d20 + my boni - my mali against the dodge of my enemy but it might also be a d40, without knowing the numbers aren't as useful as i would like them to be. I get if you want to obfuscate what exactly is rolled and calculated during combat for immersion, cleanness of the ui or something else but it would be nice if somewhere would be an explanation to how things exactly works in combat, for those that are interested.
Also what does
Adv Range do for example? I think the torch kanabo is the only weapon that even does have it but i have not the slightest idea what it does.
While probably quite a bit of time investement a kind of bestiarium, where things you learned about enemies like weakness, resistances etc would be nice. Maybe also with the function of refighting them for fun, which would be especially interesting for unique encounters (ideally with things like their intros etc) as quite some writing went into them i imagine and having to juggle saves to refight is a bit of a hassle.
Also something rather minor, weapons have a stat called Def thats just the same as armor as far as i can tell and should probably be just merged into one term for clarity.
While for mercanoid it's rather unlikely that you screw yourself with a build that just get dunked on but for future, possibly bigger/longer games, what's your opinion on reskills?
(Also had a slight panic when i thought i accidentaly lost the almost complete post, getting things as concise as i want them as a non native speaker is already enough work lol)
Cheers
Nice game, but the level settings arent working
What do you exactly mean with that? The level cap option? That does work and prevents you from leveling before reaching certain story milestones but there is even if it is disabled a hardcap at level 10, which might be not clear enough (Edit: yes i also might have thought with the level cap option disabled it would be a possibilty to level to like level 100 with the only obstacle being my time and my sanity, before actually hitting level 10 lol)