Posted February 05, 2026 by Ceph
Bugfix!! In fact, a single-line fix, making sure the "anim_state" variable is properly initialized for the crystal object in specific. This was an unforeseen consequence of (improperly) implementing the crystal's memory of having been destroyed in the past- if you have beaten the level before, when you get to the crystal room, it's already destroyed because you destroyed it previously. Because of my incomplete implementation of this, crystals that HAVEN'T been destroyed yet actually broke the enemy-preparing code because it had no animation state to be in at all! Whoops!
As well, implemented the pause feature. Press S to pause and unpause.