Simple suggestion to make progression feel more real: make the attack animation different depending on the amount of stamina bars filled at the time of the attack.
Hey, thanks for the suggestion. I've made the attack animation speed scale up very slightly with the number of stamina bars you use, so the player can feel the increase in speed just a bit.
Bug starting on level 97: The hints that tell how many different groups it sees count a same group twice if it is seen in two different directions. So if you had one of those hints surrounded by 8 mines, it would see 4 groups despite that the 8 mines form one group.
Alright, just bought the overlevel item, let's see how far I now go with overmaxed Spearhead and Nuclear Reactor! *gets Moon Breaker achievement in 2 seconds*
Also, the Rogue keeps shooting poison arrows until the monster is actually poisoned, so you have to wait at least 2 seconds before the first stun arrow actually hits.
My theory on the stuns that fail is the following: Say a monster has a 0.7s attack speed. If you stun it after 0.6s has elapsed, it does not freeze it at this, but removes its time. However, it can't go under 0, so instead of adding 1s for its next attack, it just resets to 0 and have to wait 0.7s again for its attack. In other words, not only do you need 1s stun and under 1s attack speed, you also need an attack speed faster than the monster`s own attack speed.
Until the bug Enderman on pressing Auto Miner button is fixed, you can avoid it by clicking on the very left of the button, which will cause the click to be outside the Enderman button and thus not buy any.
Hey, thanks for the suggestion. I've made the attack animation speed scale up very slightly with the number of stamina bars you use, so the player can feel the increase in speed just a bit.