Thank you for noticing and acknowledging my post so quickly.
I found the cause of the clicking to attack appearing to fail, and it turns out that it was more so a form of "mistake" on my part. I have a tendency to move my mouse over to whichever direction the character faces, and click there. This causes an issue when facing left, as directly to the left of the character is the space reserved for the ui overlay which shows picked up accessories, and naturally clicking on that area does nothing. This is not really something that has a fix, short of either reducing the size of the ui in question or showing some sort of decorative border for it so that it's not as confusing.
I also came across a few more issues that I'd like to point out:
- Spiddicks and knockback. When hit with knockback (even just knockback +1, tested with the spartan cloak), spiddicks tend to sort of fly off in the direction they were hit. This generally causes them to move along walls, however can cause them to move alongside a wall the axis of which they cannot themselves move in, resulting in for example one ending up in a corner, shooting into the wall. (This occurs if you hit one which is at a corner, and you hit it into the corner along it's axis of movement (for example, a spiddick on the top wall, can move left and right normally, if you knock it into the right corner, then hit it again while facing right, this can occur sometimes)). Rarely, they can detach themselves from a wall entirely and fly off diagonally towards another wall.
- Light magic level 3. Upon acquiring light magic level 3, the first tier of light magic (charging just one orb of it, so mend wounds) gains another die, while still costing 5 mp. This in and of itself isn't a problem, but it renders the second tier of light magic (2 orbs, so healing prayer) useless as it has the same effect but costs double.
- Shops. It's a long-standing issue that upon purchasing a piece of equipment in the shop, whatever one previously had equipped would rocket off somewhere inaccessible (either simply end up stuck in the air, or in an isolated case I found go up, over the wall, and out of bounds). I don't think there's an easy fix for this, but it would be really nice if one was found, as this presently means that a mistaken purchase, curiosity, or lack of knowledge can make a run significantly more difficult (or end it, if done late into a run).
- Late-run boss chests. I don't know if it's by design, but bosses starting in somber cloister tend to more often than not leave the lowest rank of chest upon being defeated. This feels quite unrewarding...
I'm sorry that I keep complaining about balance, but another balance issue that I noticed is in regards to the push dirk weapon. The push dirk's attack speed is too high for it's 1d6 damage, making it a bit too strong. I think lowering it to a 1d4 would be more appropriate for it, in order to reduce the amount of damage it can do. Comparison point: dagger, crafted shank (crafted shank is supposed to be a superior weapon to the push dirk, yet also deals 1d6 damage, with a lower attack speed).
I have also realised that my previous complaints regarding how long randomness-based damage feels are invalid. This is because late-run enemies are obviously balanced around stronger weapons, and this is simply where the randomness of equipment gain comes into play. If one happens to be unlucky and not obtain particularly strong weapons, their damage will naturally feel weak. Sorry for complaining previously, and my condolences regarding the difficulty of balancing a game like this. And thank you for explaining the stat responsible for accuracy.
Lastly, my apologies for any and all name mistakes I make in my reports, as I write these as the thoughts come and not exactly at the time that things occur, and my memory is not ideal.