Thanks for giving my game a try!
The rage meter is just for reference the player actually will rage quit based on RNG, the higher the rage meter, the higher rate the player will quit.
My thinking is that the player won't have a fixed value to quit a game. (Just like when you light the path the player is not necessary to go there, but has a higher chance to go there)
I should try to communicate it better.
I actually think of implementing a system to let you decide if they get a critical hit or miss to control the rage meter in mid-battle but have no time to implement it.
As for the checkpoint, the player can respawn at the same position if they die in the battle so they don't need to go again from the starting area.... that is the current function of the resting point, you do catch the bug I missed at that time. I put the set player's hp value code at the start of every battle, instead of the start of the round.
Thank you for your support and encouragement!