Thank you!
player combat and enemy behavior are the two biggest things for me to address right now, but I am working on changing them so that they make a little more sense. This area in particular is also intended to have really easy enemies, since it's kind of a tutorial area meant to teach about other mechanics like switches, locks and backtracking over combat. Enemies going forward should be more difficult, ideally similar to the Warden in engagement with less damage and health.
Others have mentioned the struggle damage thing, which will probably be getting a rework. The intent was to make it so that it keeps the player on their toes about breaking out of grabs, but it doesn't work very well when it's in intervals. The current plan is to change it do a steady damage rate so that it can chip away at your health if you're not careful about quick breaks. Aside from that, it's the one-tap break just because I like the 3-strikes-you're-out method that Packedrat did, but wanted to give enemies varied damage.
Enemies will start dropping energy and money on defeat once those are implemented, which should hopefully create more of a reason to fight or flee, especially if a harder enemy drops more.
Both of those bugs are something that I'm aware of, so you're emulation otherwise seems like it should be working fine.