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This one was neat, really creative idea that each room has two sides and you go into combat when you swap! Music was good and tilework looked great. Only nitpick is the battle system is EXTREMELY slow, it would've really benefited from less delay between each attack.

Also I'm curious, if this wasn't using a game engine what was it made in? Some kind of game framework like SDL, SFML, allegro? Or something more raw than that?

Hello! Initially, I had planned to use a simple OpenGL context with GLFW, but due to time constraints, I decided to use raylib. It's a very straightforward framework with less boilerplate than SDL. Even though it was my first time using it, it was quite easy to get started and have graphics drawn on the screen.

For physics, I used Box2D, which ended up being more complex and with less favorable results, to be honest. We had some plans that justified a more robust physics engine, but we ended up not using it.

I implemented a system that generates the level 100% based on files from Tiled, including enemy definitions, item positions, interactions, and dialogue—all through Tiled, making life easier for the artist, who didn't need to look at code to develop the level. The system basically parses the exported .json from Tiled and follows some rules to define the entities' behavior.