Hi, Tenkraider! 🙂
Thank you for the new screenshots and references — they really helped clarify and connect the dots on several points.
You were right about the dark stains — those are exactly the objects I was referring to.
I’ve only tested your web build so far (I’ll request a Mac-friendly download or check your profile for one if available), and I noticed the red potion-ball enemy sometimes runs off to the right, out of the visible area, leaving the player stuck in-frame. I’ll double-check, but if I recall correctly, the player can’t chase the enemy off-screen due to fixed left/right boundaries — or the enemy may simply disappear. That’s why the interaction can feel “stuck” in that moment.
Thanks again for clarifying the artifact and minimap systems — that helped a lot.
And yes, you’re right — I’m currently practicing QA professionally and building a cross-engine QA demo portfolio. There’s nothing expected in return; I treat these sessions as a shared learning and collaboration experience with developers.
I really enjoyed testing Rogue of Nexus and would be glad to re-test after your next update or continue testing with more screenshots and reports, whichever works best for you. I appreciate how open you are to feedback — it genuinely helps testers like me learn and improve.
My QA portfolio and cross-engine demo projects are linked on my Itch profile if you’d like to check them out. With your permission, I can also record private gameplay testing sessions with screenshots and annotations to help pinpoint findings and improve clarity for future builds.