thank you for the feedback!
regarding the energy system, i think ideally later in progression you'd have a balance between incredibly energy-efficient options and very powerful singular actions, although progression in general is something i'd have to do a lot of tinkering with to find a satisfying endpoint.
limited item uses is a very interesting concept, although i think that the general structure of traditional rougelikes (enemy stats, quantity, and lethality scales very quick so getting your hands on the best gear is vital) and more modern roguelikes, especially deck builders (enemy abilities scale at basically an exponential rate demanding a better and more seamless synergy the further you go) would already provide enough pressure to find something to replace that rusty shortsword. i think having a wide variety of consumables would be interesting however, not just because they provide a great way to give you more powerful abilities in the short term.
melee attack bumping is something that in my mind falls under the purview of 'UI' and if its not clear thats one of the things i kind of slapped together to get something playable out the door.
id love to do a more fleshed out iteration sometime, but i'd need to refactor the codebase slightly first. i'm sort of blueprinting how i'd do that in my head, i have all the raw bits there but i need to figure out how exactly theyd fit together...