For anyone reading this comment, just know that it’s outdated compared to the current version of the project. There's now a mechanic called the Dream Catcher, which lets you store an object or enemy like an inventory item, making it much easier to transport them. This was added specifically to reinforce the real focus of the game: creative traversal and combat.
When I first read that comment, I’ll admit I felt a bit frustrated — it seemed like such a small detail ended up ruining the whole experience for the player. And most importantly: it wasn’t really a bug, but a natural limitation of the NES.
The console simply doesn’t have enough memory to keep offscreen objects loaded without a ridiculous amount of extra work.
Well, now I did that extra work. I squeezed the remaining memory to make the game remember the position of certain unloaded objects, and made everything more robust.
If the person who wrote that comment is still around (or if you’re a new player), I really recommend giving the game another shot. It’s way more polished, better-looking, and full of possibilities now compared to when it was just a prototype.
(And yes… I still stand by my “Git Gud” with love 😄)