A configurable looplimit would be nice, although I agree that hitting a million seems unlikely in 99% of games.
On a semi-related note, @dfabulich are you aware that nested gosub_scene and return pairs will eventually lead to exceeding the JavaScript callstack limit? Due to how “*return” actually just essentially creates a new (old) scene, rather than actually returning.
Reason I mention this is that I can think of cases where games might bust the looplimit, where there is a heavy use of utility routines, but they’re probably more likely to hit that error first, before they hit the looplimit. So if there’s no plan to fix that, then adjusting the looplimit seems less important too.