Thanks, this is incredibly helpful!
So, as for the main issue: since there are no errors thrown when you try to move the character, and as you mentioned that you was clicking fast, my main theory is that something went wrong with the game's scheduler. You see, the way it works is this: there are several "actors": you, the player, and the monsters; you all act in turns, and while the monsters are acting, the controls are locked, preventing you from acting at the same time. Normally, once all the monsters are done with their turns, the controls are unlocked, but it seems like it didn't happen for some reason.
I have one more thing to ask from you: can you please go to dev tools one more time, but this time:
- Open the "Application" tab instead of "Console".
- In the sidebar on the left, in the "Storage" section, expand the "Local storage" dropdown. There will be a list of domains, one of which is gonna be https://synthoel.itch.io, and another may vary, but it will be something like https://v6p9d9t4.ssl.hwcdn.net; we'll need this second one.
- When you select the domain, it should show you the list of key-value pairs, most of the keys having "net-shag" prefix. Please look for "net-shag:storage-save-game" key; the value will look like a bunch of hieroglyphs - please copy them (you can double-click on the value to select it whole, and then just Ctrl+C), and send them to me (you can use the tools like https://pastebin.com/ to save the text and send me just the link, to avoid cluttering the comments).
I'll then be able to use this save and check the exact game state that you have. I always wanted to add a button to export this more conveniently, but never actually got to it - sorry xD. I'll definitely add it soon!
As for the other issue (the keys): this is something I totally overlooked! The "drop" action will soften it a bit (as you would be able to remove the first item from the stack, and thus the next time you try to use the key, it would use the unbroken one). But I admit that its not convenient at all. There are multiple solutions for this that I can think of:
- if you have several instances of the same item and try to use it, the game should propose you to select which one to use exactly (additionally, for the keys specifically, it should show which of them are broken);
- items with different properties should go to different stacks;
- when the key is broken, it should be just removed from inventory (as there are no application for the broken keys anyways).
Personally, I would prefer the third option, as it is the easiest to implement xD. But please let me know what do you think about it (how would you prefer this to function), and I will try to have these updates ready in the next month's build!