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Thank you for playing our game fellow microgame enthusiast! We were struggling a lot on the transitions too haha. Since your game was also in Godot, I can share some insider secrets. Without getting tooo deep into it, the transition scene is housed within a subviewport with its own camera that focuses and zooms into the position of cells in a gridcontainer using tweens, which is layered over the actual microgame screen. The camera needed to be in a viewport since I wasn't sure if my team members would use a camera in the microgames and didn't want my camera to interfere/conflict with theirs. From there its just a LOT of meticulous tinkering to get the speed/length just right for the pacing. Camera movement and zoom, the fading of the transition scene, even the audio tracks, all tweened. We had to account for a lot of scenarios like when the timer ran out of time mid-tween or just as you transitioned out of a microgame. It became a bit of a nightmare to debug later on since fixing one thing often revealed another problem, but the extra effort was definitely worth it in the end.