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Thank you for your comment and feedback.

Thank you for reporting bugs as well!

The enemy getting stuck is a rare bug that I didn't have time to figure out how to duplicate and fix. Clever of you using items to get out of it though! I'll look at adding an additional check before enemy movement as I think it's happening when the player takes 2 or more steps in quick succession (movement is raycast based rather than grid coordinate based).

The sword resetting is actually just a mistake. I tweaked where variables are updated and the special attack script doesn't properly fix itself. I can fix that quickly after the jam.

Are you an orc? You and the enemy having the same idea gave me a laugh. Thank you for that. The enemy attack pattern miss needs to have a directional check added that I (probably foolishly) didn't prioritize. I wanted to have them have a chance to predict the wrong tile and missbtheir attack on player movement.

On level up, the player gains 10% max HP and 20% current HP. I'll check to see if that's not working properly. Enemy is also recover 10% HP and a flat amount of HP depending on the enemy (most of the enemy stats, items, and loot drop pools are unique).