mm, ty
Both of these were fixed today; the targeting system for Duels uses a dedicated memory slot for the Rival (which the player is forced to target); This wasn't clearing unless combat -concluded- which taking a game over doesn't do, so the Rival would stay cached. When returning to the room the targeting would snap back on, or in the case of starting combat again; lock you to the wrong target or crash if it was an enemy that hadn't spawned yet.
Room changes now clear that value so it will be fixed in the next build.