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Thank you for the compliments and feedback!

I'm glad you explained the full screen panning issue, I didn't understand why that didn't work as nicely as I had hoped in the windowed mode. The combination of designing the art assets too small as well as my inexperience in designing the UI led to me removing the fullscreen option so the game worked. I plan to polish that function when I do this again. 

And thank you for pointing out the camera bug, I thought I had clamped the movement but that may not have been enough to keep it moving how I want it to. I'll try to replicate it myself and patch that up. 

Of course! Getting feedback is one of my favorite parts of jams so I try to be as active as I can in the comments of games I get a chance to try. 

So for the camera bug, it does clamp to the edges, but I think it's storing the intended position variable separately from the camera node's actual position. Without seeing how your scene tree is organized it's hard to say exactly where the problem happens, but judging by how long it takes to regain control of the camera, I'm 100% sure that the camera's position is tracking a Vector2 that is not the camera's "position" value, trying to set its position to the second value, and then skipping it by snapping to the clamped value. My guess is that your controls are just adding a Vector2 * delta * rate or something, and then you only clamp the camera's position, not the variable that the camera is trying to follow. 

And yeah, Godot's UI system is a little confusing at first, but it's SO good once you get the hang of the containers and placements. I'd recommend downloading a few template projects and seeing how different people organize stuff, and getting the hang of anchors and min/max sizes for control nodes. It's really amazing what you can do with it once you get into the weeds with tweening your offset transforms and bringing everything to life. It'd work really well in a game like yours!