Thanks for the engagement!The whole game is handwritten canvas code built around classic AABB collision detection, which is just axis bounding boxes. That old school math style is pretty terse and happens to be the same kind of shorthand a lot of AI tools spit out these days, so I can see why it might look that way at first glance, I've had this come up a couple of times now so I had to do a deep dive to even understand the implications, Ive been writing this sort of thing since 1996, back when I was making simple sites on AngelFire in the early days of HTML and JavaScript. Happy to talk through any part of it if youd like or run through shorthand protocols for time constraint.
The soft locking you experienced is definitely by design, I also want to give you one very specific developer hint that is key to maximum ending output:
It is not possible to make it through life being completely happy and psychologically there's no such thing as ever truly making amends.
Again I appreciate you, especially for bringing up points that apparently need to be elaborated on, I'll throw you a follow and I appreciate reciprocation, I'm taking a venture into Godot for the first time for my next project and it's going to be expansive.