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Sometimes the level up menu does not close. It usually happens when there are enemies. It is solved by pressing escape to go to the main menu and continuing the game.
On the topic of difficulty, the game is intentionally quite hard and challenging since it's a rogue-lite: starting off weak, dying and unlocking more upgrades while getting better is the core of the game. As you progress through a run you'll unlock many powerups and get to live the power fantasy of becoming super strong!
That said you can enable an easy mode in the options, it makes the game slightly more forgiving, there's no shame in using it if it makes the game more fun for you :)
You can also turn if off later if you want to increase the challenge after you are more familiar with the game.
As for a weapon "morphing" due to stat changes, I'm sorry but I'll have to disagree. It's a feature of almost every good roguelite with big stat changes that a weapon, when pushed far enough in a direction, can basically become another one. Taking an upgrade that would (I assume that's what the one you're talking about is) trade firerate for power can definitely turn an assault rifle into a "semi-fast" sniper, and that's perfectly fair. It's the name of the game in roguelites. You just now figured out you disliked that upgrade for this character, which is knowledge to carry on in future runs.
For the bug report itself I have another idea. 2 or 3 times in the tutorial enemies got stuck out of bounds. Near the walls but on the outside of the wall. While this didn't happen during a run, I assume that it can, in which case the enemy is practically impossible to kill without a grenade (you basically have to get close to the wall and shoot while they're swinging, but you lose a ton of HP in the process). I must say that this particular bug really needs fixing. Considering the pretty "static" nature of the rooms I'd recommend having detection shapes to detect when an enemy is out of bound and spawn them back in the room (ideally out of view of the player).
I'm certainly not a rogelike gamer, although I don't rule out games based on their type, for example Dead Estate is a rogelike that I've finished countless times and I really find it very fun, although in Dead Estate there aren't permanent upgrades like in Simulakros.
I agree with what you say and I really don't have enough knowledge to refute you. I think that the best way to enjoy the game is the way the developer has designed it, so I'm fine with everything in the demo and what you mention. Certainly if an upgrade doesn't interest me, once I try it I probably won't select it again and this in the long run offers variety in gameplay, although I don't use it at first maybe later on.
Regarding the bug you mention in the tutorial, it's similar to the situation I've seen in the room where you have to hack 4 terminals and where enemies are continually summoned from them.
From what I can read, your skill is quite superior to mine, as it took me quite a few tries to finish the demo, mainly because of the final boss.
Anyway, I found the game really fun and enjoyed every run :)
They said the game will be released in October, I hope they publish the exact day soon.
Understood and totally agree with its answer.
I'm also not sure if that was the case, but if my comment came off as "elitist" that was not the goal. If you indeed don't have a lot of experiences with roguelites, let's just say it's indeed very very frequent to see a weapon just flat out turn into something else due to stat upgrades (hell, I think even Borderlands 1 had some assault rifle basically be mini semi auto snipers because of how slow their RPMs was). But I can see why it would lead to confusion when it's not a genre you necessarily play often. For example, while there's no weapon, in Binding of Isaac it's not unfamiliar to have your tears turn completely on their head with a single or couple upgrades. What I do like here is that at least upgrades are not hidden. That's the part I kinda hate in some roguelites, when upgrades are consistently hidden and you have to commit to them to know what they do, ugh !
Eheh, well I don't know if it's vastly superior or if I got a lucky run (entirely possible), but I've played shooters in all forms for over 15 years now, so this could tip the balance :P (probably play too much of them).
Yeah the devs seem pretty involved with the discussions so far, always a good thing IMO :)