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(+1)

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. ;)