added logic for resetting the player’s inventory/equipment on death to the state it was when the stage began my first thoughts were to add the items consumed to a list when used, then add them back into the inventory on retry, but through further consideration i realised there would be issues with equipment and that i should probably save/restore that along with the inventory. for whatever reason, this was more difficult that it sounds, but about as hard as i thought it would be i knew. equipment has been such a problem lately, it being a sub-class of item and my novice understanding of inheritance, but i think i’m starting to get the hang of it; i hope i decided to use the same save system and write overload functions that temporarily cache the data to and from class variables, instead of writing them to binary files. to make this work, i had to manually unequip each equipment slot, opposed to using the Clear function i wrote, but still included it as an insurance policy all these changes were probably for the best, the end result is you see what you lost the moment you die reflected on the player hud and in terms of program architecture, the reset function calls are now in a place place that makes more sense, the GameOverCheck coroutine of the GameController class i should maybe move the cache variables for the inventory/equipment to the player or game controller class in the future