I encountered a serious bug that ended the run prematurely.
First off, very sorry :((( I think I was able to fix it, but this was a pretty bad oversight.
But, thank you for playing! I'm excited to watch the video, but don't have time tonight. Seeing how people approach the game is always interesting to me (and, hopefully, useful as well). And the written feedback is also very welcome :)
I also don't think you were playing with all the latest development changes from sourceforge, but I'll comment in more detail.
I had trouble figuring out what build to use; at first I tried a Malicious Blades build, but I was at level 6, one level shy of getting the master trait, by the time I reached Blood Temple, (the melee-only level) so that's no good. Then I thought I'd try a Sharpshooter build with a detour to Berserker trait along the way, aiming to get it by level 6, except that this time, I reached Blood Temple by level 5, so that didn't work either. :| (I guess there's some variability in how experienced you are by that point)
Yeah, Blood Temple is not really designed with conquering in mind, especially on UV. I have an idea for some changes that may make it more possible without a melee build (but still somewhat punishing), but probably not for the next version.
Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.
The new version should have a more even spread of experience levels per dungeon level and hit somewhere in the 11 to 13 range at the end of the game. That means a lot fewer levels overall compared to previous versions of Inferno, though, so I may be too harsh. (For example, I think you'll hit UV Blood Temple at about 4.5 with this curve if YAAMing.) There is still some variability, though.
Some are visible in the above mortem, such as the fact that it shows three question marks in the place where it's supposed to say how I died
I didn't notice this before. Should be fixed now. (Looks like this got revamped somewhat in 0.9.9.7.)
and the fact that is says "Level 0" for all event descriptions.
I think should already have been fixed if you were playing the latest...
Another minor thing: The ingame list of how many enemies I killed is mostly accurate, but it goes haywire whenever I encounter any Spectres. I suspect that this is due to some hacky way of making the Spectres appear and disappear by making them *actually* appear and disappear. (ie. each time they phase in and out, the game considers them a new monster)
That's pretty accurate. But, I did revisit spectres, so this should have already been fixed in the latest version. However, there's still a similar problem if you visit a basement before clearing a level. Probably most people won't do this, though, so it is not as big of a problem. Probably not possible to fix either (although the mortem should adjust the numbers to account for enemies that "shouldn't count").
Aside, I'm pretty happy with where things stand now for the next release (horrible bugs notwithstanding). Things have stalled a little bit, as I've been trying to find some more time to do proper test runs, but I hope to do a proper release soon. My main concern (besides bugs) is the impact of the experience changes. There's probably a pretty good chance I'll bump up the experience rewards a little bit before release, but it will, of course, depend on testing and feedback.