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thanks for playing!

that's an interesting thought on the movement. I must admit that making it slidy wasn't necessarily intentional - once I got to a player movement state machine  that wasn't broken, and seemed like I could make functional levels around, I mostly moved on :). that said, it's probably worth revisiting to see how it feels.

I briefly thought about how to incorporate a second die, but didn't get to it - that's a really good idea re: combat and utility separation!