Yeah. The movement math right now is calculated with future gamepad support in mind. So using the keyboard produces 45° movement where the collision shapes exist in the empty tiles with 60° edges. I tried turning friction down to 0 hoping that would allow for some leniency and sliding, but it didn't seem to work as intended. I do have some more voidly enemy art made for this, but this was my first attempt at a turn based system and I made enough spaghetti to make an Italian grandma feel insecure. For some reason having more than one enemy loaded in the director script's selection algorithm makes it so the game won't even launch. So with that deadline looming, the voidy enemies are missing as well as the elements that tie in the not so voidy ones. I really appreciate the feedback and thank you for taking the time to give it a try and share your thoughts.
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I was looking for that option forever. I think I recalled using it before in another project but I think I was also using jolt physics for that one. Not sure if that option would be available to me as I have the CharBody2D set to floating. Turns out the wall_min_slide_angle was set too high, Turning that down to 0 solves the sticking issue. Thanks for pointing me in the right direction. It feels so much better now. Wish I could patch that in right now, but rules be rules. Code and learn, I suppose. The help is greatly appreciated.