Why Does Pressing Reset During a Dialog Softlock My Game?

In That's BU//S#!T, resetting during a dialog with QuickReset could softlock the game; the author reproduced it consistently in 1.1 by dying, accepting death, and dying again with minimal clicks, and reports that redoing the respawn flow so Quick Respawn shares the regular path should, in the author's words, (I think?) eliminate dialog softlocks. A spike pit in level 1 could also strand a player who deleted all spikes, fixed with a small ledge. No engine, code, or invented root cause is claimed.

Why Does Pressing Reset During a Dialog Softlock My Game?
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That is the worst kind of bug report to receive: the game is not crashing, it is just stuck, and the player did nothing wrong. They pressed reset, which is exactly what reset is for. That is what happened in That's BU//S#!T, a jam entry by ScruffyBrush, with Noxid, which took 4th place and the Most Creative title. In the jam postmortem and 1.2.2 changelist, published on itch.io on April 6, 2026, the author describes a dialog softlock that could be triggered by resetting during a dialog, and a second, stranger softlock in a spike pit in the first level. Both came from a flow that had quietly split into two paths, and the fix was to make the shortcut share the normal path instead.

At a glance

  • The source: Jam postmortem + 1.2.2 changelist, published on itch.io on April 6, 2026, by ScruffyBrush, with Noxid. Every fact about the game below comes from that postmortem.

  • The game: That's BU//S#!T, a jam entry that took 4th place and the Most Creative title.

  • The symptom: resetting during a dialog could softlock the game. More generally, the respawn flow was prone to weird bugs where music did not loop properly or the dialog offering to nerf did not work or fire. Separately, a player could get stuck in an emptied spike pit in the first level.

  • What is NOT claimed here: no engine, no code, and no reproduction steps beyond the die, accept death, die again sequence are given in the source, and no root cause beyond flow divergence is claimed. The dialog fix is the author's belief, written as (I think?) in the source, not a confirmed closure, and this article does not claim the softlocks are fully eliminated.

  • Last verified: November 2, 2026.

  • Cover image: a title card made for this article. No verified gameplay screenshot could be referenced from the developer's itch.io page, which has no screenshot gallery, so the cover is a title card, not a gameplay picture.

Reset is a promise, and a shortcut can break it

Start with the dialog case, because it is the one a player is most likely to hit by accident. The postmortem says it was still possible to reset during a dialog with QuickReset, using R on keyboard and mouse or NORTH on a controller. That sounds harmless. Reset is supposed to be the escape hatch, the button you press when a run has gone wrong. But in this game, pressing it at the wrong moment could leave the game stuck in a dialog state it could not get out of. The author was able to reproduce it consistently in version 1.1, and the recipe is short enough to be worrying: die, accept death, then die again, with a minimal number of left mouse clicks. A bug you can reproduce in three beats is a bug your players will find without trying. It needs only an ordinary player who dies twice in a row and clicks as little as possible, which is exactly what frustrated players do.

The dialog softlock was not an isolated quirk. The postmortem describes the respawn flow more generally as prone to weird bugs: music did not always loop properly, and the dialog offering to nerf did not always work or fire. That cluster is the real clue. When several different symptoms all live in the same flow, the problem is usually not one broken line in one place. It is a flow that has grown more than one way of doing the same job, and the different ways have drifted apart. The spike pit tells the same story from a different angle. A spike pit in the first level had walls so high that the player could get stuck if they deleted all the spikes and then jumped into the now empty, non-deadly trap. Wall-climb jumps could theoretically get the player out, but the author is clear about the design rule: an advanced move should not be required to escape a softlock in level

1. A first level is where a player learns the game, not where they must already know its hardest movement trick to leave a hole they fell into by playing normally.

Reproduce first, then merge the paths

The honest frame matters here, because the source does not hand us a neat mechanism. It gives no engine, no code, and no internal explanation for why the dialog state got stuck. So this article will not invent one. There is no state-machine race or timing glitch claimed here, because the postmortem does not state one. What the postmortem does state is the shape of the problem and the shape of the fix, and that shape is enough to learn from. The author reports redoing from scratch almost all of the respawn player flow, and making Quick Respawn use more of the regular respawn flow. Read that as the diagnosis: the quick path and the regular path had become two separate flows, and the fix was to stop maintaining both and make the shortcut share the normal route. That is a design decision, not a patch on one dialog box. A patch would have blocked reset during dialogs and called it done, while leaving every other difference between the two paths in place for the next player to find.

The two fixes in the postmortem fit that reading. For the respawn flow, the author cleaned up Quick Respawn and Respawn, and hedged the result in a way worth quoting honestly: the cleanup should, in the author's words, (I think?) eliminate all dialog softlocks. That hedge is part of the fact, not a footnote to hide. It means the author believes the rewrite addresses the class of bug, but is not presenting it as a proven, closed case, and the postmortem keeps the door open with an invitation to report bugs that still show up. Treat it that way in your own head: a rewrite that shares one path is a strong fix, and it is still a fix to keep testing, not a victory lap. For the spike pit, the fix is refreshingly physical: a little ledge was added so the player can jump out of the emptied pit. No new move, no tutorial pop-up, no rule the player must learn. The level itself now offers the way out. Related cleanup points the same way: the SuckerPunch nerf selection was bugged, its highlight appearing under the level, and counterintuitive; it is now selectable anywhere on its travel path, the first nerf immediately obvious and the second destroying instead of the third.

What to reuse

Nothing below is presented as what the developer did beyond the fixes already described; the checklist generalizes those fixes for your own project, and it stays inside it. The reusable idea is simple and a little uncomfortable: every shortcut you add is a second copy of a flow, and second copies drift. Quick reset, quick restart, skip dialog, instant retry, all of them feel like small conveniences when you add them, and all of them can quietly become a parallel version of a flow you thought you had already tested. The test that catches this is a boring one: reproduce the awkward sequence first, die twice, click as little as possible, reset in the middle of everything resettable, and check the game comes back the same way every time. If your quick path and your normal path ever disagree about music, dialogs, or player state, you do not have two features. You have one flow with a split personality, and the fix is to merge them before the next difference turns into the next softlock.

What to do Monday morning

  • In your own project, reproduce the awkward path first: reset during a dialog, die twice in a row, and click as little as possible, before you change anything, so you know what fixed looks like.

  • In your own project, list every reset and respawn path, quick reset, regular respawn, retry, and skip included, and check each one against the normal respawn path for differences in music, dialogs, and player state.

  • In your own project, merge the quick path into the regular path wherever you can, so a shortcut reuses the normal flow instead of maintaining a second, drifting copy of it.

  • In your own project, check every level-1 trap and pit for an escape that needs no advanced move: if emptying a hazard can strand the player, add a plain way out in the level itself.

  • In your own project, test softlock escapes from the player's point of view, not the designer's: fall in by playing normally, then try to leave without using a move the level has not taught yet.

  • In your own project, after a flow rewrite, keep testing the old symptoms and invite reports of anything that still shows up, instead of declaring the class of bug fully eliminated.

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