

The fullscreen case is a sneaky one, since the browser can hide a panel without ever running your close handler. I like the random-click tester idea a lot; mashing buttons while toggling fullscreen and switching tabs catches stuff no normal playtest does. In my own browser game the tab losing focus was the other sneaky path, so I ended up deriving pause from what is actually visible instead of a flag I set and clear by hand. Did you also check visibilitychange, or does the fight keep running when someone switches tabs?


Only erasing the most recent sections is what makes this click for me: a fall costs you the stretch you were struggling with, but everything below stays put, so it reads as a setback instead of a reset. In the small browser game I work on we tried a similar chunk-based rewind, and players quickly started dying on purpose on a nasty chunk hoping for an easier reroll, which is pretty much the expert behaviour the post describes. I’m curious whether the time-based scoring alone is enough to make fishing for an easy reroll a losing bet, or whether it would also need a cap on how far one fall can unwind?