Calling it a micro-roguelike was more sarcasm, nodding to the industry’s confusing usage of that term.
I admit, the wrench (and stairs) hitbox is a bit wacky. The same collision function that worked well elsewhere in the game didn’t work well there. I put as much work into solving it, but had to prioritize other things to get a finished product out the door.
And I wish I knew the game would be 4x better if players didn’t have to take 10 steps in between the house and cave. That would be an easy fix. ;)