@Brad, with most web based games, screen readers will default to their webpage navigation keys, EG H for heading, B for button etc.
If you want to use direct shortcut keys on webpages, you need to do whatever your screen reader does to allow key passes to the application. For example in NVdA hit NVdA+space change to focus mode then hit the key, or in supernova hit ctrl 0 to allow next key press through.
I know Jaws has something similar, though I'm not sure what it is and I'd assume voiceover does too.
I will admit that personally I don't tend to use custom keyboard shortcuts on webpages most of the time (though there are exceptions such as in trimps), since it's usually quicker for me to find the controls with the buttons etc, but obviously this is a very individual thing.
@Malachii, nice job on the event log fixes and the labels, though oddly enough they aren't showing up as buttons anymore but as graphics (though since I can navigate between clickable graphics with g this isn't a problem).
I particularly like the ability to review the event log and effectively get the last events spoken, very handy when switching gear around, I also found the game's cookie and made it an exception to C cleaner, which means this time I keep my prestige .
I really like some of the different environments, and effects, though I'm still working out what elemental effects do, as most of the time I've found luck based gear best to use.
One fix I would appreciate, would be a change to health status. At the moment when your in fights, your told how much damage the enemy does to you, but not your total hp, which makes harder to know when get a potion. Obviously its printed at the top, but with fight instructions being auto spoken now thanks to the recent fix, it would speed things up if your hp was noted during the fight, ditto with energy levels and searching, that way you wouldn't need to go up to the top pannel quite as often to check miner details, though of course you could always add headings to the top panel to make getting there easier and that would solve a lot of the problem.
I also notice that breezy cheese, and possibly other power up items the merchant sells don't have descriptions yet.
Lastly, I wonder if you'd ever considered adding a few other ways to manipulate your equipment, since I admit that at the moment the constant juggling necessary to equip things is something I do find a little irksome, EG when I find an item I want to use, but my backpack is full, so I first need to drop an item from the backpack, then remove gear, then swap it out for the new gear, something I might need to do several times when finding a big hoard.
Even if the game wouldn't let you examine/leave items on the ground, It would be really helpful if there was a "swap" icon which would automatically swap something in your pack for something in your gear and visa versa, and if you could remove an item and instantly junk it without having to go through the backpack.
I'm also noticing that you get a stupidly huge amount of food, waaaay more than you need, indeed often I find I'm eating magic berries more for the pack space than the benefit, indeed when I prestieged I was level 7 with over a hundred psare food .
It sort of amuses me that character has such a small pack, and yet is carrying around a shopping trolley full of assorted consumables .
I always like games that actually have your characters eat and need to manage supplies (I loved the dos classic fallthru), so you might consider in the future making the food system a bit more dynamic, EG giving your character a "food sack" similar to the backpack where you could carry actual food items such as bread, meet, fruits, mushrooms etc, which would have different effects when consumed, giving different amounts of energy, and maybe buffs/debuffs along the way, EG perhaps your character would find some lizard jerky, which would be good for food, but make your character sick and reduce their combat effectiveness for a little while, or perhaps your character could find some earth mushrooms, which would raise their earth affinity.
Thanks again for the work on the game, and hope you have a good holiday next week.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)